<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution --> <!--X-From-R13: Xrss Yrffryzna <wrssxNgrargjbex.pbz> --> <!--X-Date: Mon, 01 Sep 1997 03:14:48 +0000 --> <!--X-Message-Id: 3.0.2.32.19970831201630.00b84b70#mail,tenetwork.com --> <!--X-Content-Type: text/plain --> <!--X-Reference: 199708312318.3514500#bedford,net --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:jeffk#tenetwork,com"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00929.html">Previous</a> | <a href="msg00931.html">Next</a> ] Thread: [ <a href="msg00926.html">Previous</a> | <a href="msg01012.html">Next</a> ] Index: [ <A HREF="author.html#00930">Author</A> | <A HREF="#00930">Date</A> | <A HREF="thread.html#00930">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</LI> <LI><em>From</em>: Jeff Kesselman <<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>></LI> <LI><em>Date</em>: Sun, 31 Aug 1997 20:16:30 -0700</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> At 06:36 PM 8/31/97 PST8PDT, Brian peirce wrote: >Hopefully this spin-off thread will continue so I've renamed it to >avoid stepping on the ongoing Character evolution thread. It is >a discussion of problems inherent in the design of a hard sci-fi mud, >this post deals with the problems of game universe complexity. > >> Date: Sun, 31 Aug 1997 16:16:13 PST8PDT >> From: Jeff Kesselman <jeffk#tenetwork,com> >> At 04:06 PM 8/31/97 PST8PDT, Brian peirce wrote: > >Note: Choice C is unrestricted pc interstellar travel via starship. > >> >Choice C seems at first to merely be a design problem, but assuming >> >you solve the design problem of generating 'realistic' worlds/systems >> >randomly, you now have a storage problem... your universe file will >> >become _HUGE_. >> >> This seems liek a classic pseudo random "virtual room" problem as we've >> discussed many times. If your world is egenrated off of a pseudo rando >> mseeded from, say, the interstelalr "coords" of the world then it doesnt >> ahve to be stored, it can be recreated at any time. Instead justs tore the >> lcoatiosn of moveable obejcts dropped on or mvoed aroudn that world. > >Assuming that the entire (for lack of a better word) section was >generated at the same time and the random generator was unique to the >generating thread, yes the storage of the seed or starting state of >the generator along with the set of player affected objects in the >section would suffice. However I fear that we are merely applying a >constant divisor to a problem that has no upper bound. Hmm yo uare sassumoing I THINK that enw seeds get generated and need to be stored as "existing". Iw as thinking more the idea that givn ANY spatial coord you do a first pseudo random off that seed and sue that value to determine IF there is a planet there, then you do subsequent psuedo randoms on teh same seed to populate it. The existance/nonexistance of the planet is thus implivit in the coord and needs no planetary catalog. Does that sovle your problem? JK Jeff Kesselman Snr. Game Integration Engineer TEN -- The Total Entertainment Network -- www.ten.net -----BEGIN GEEK CODE BLOCK----- Version: 3.1 GCS/CC/E/IT/MC d+(++)@ s: a C++++$ ULSC+++(++++)$ P++(+++)$ L++ E--- W++$ N++$ o+ K--? w++(+++)$@>--- O+(++)>$ M+>$ !V PS++ PE+ Y+ PGP- t+ 5+ X- R+(++)$>+++* tv+ b+>++ DI+++ !D G e++ h r+++ y+++ ------END GEEK CODE BLOCK------ Speak Geek! <A HREF="http://krypton.mankato.msus.edu/~hayden/geek.html">http://krypton.mankato.msus.edu/~hayden/geek.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00926" HREF="msg00926.html">[MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> <UL><LI><EM>From:</EM> "Brian Price" <blprice#bedford,net></LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00929.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00931.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00926.html">[MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg01012.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00930"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00930"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Modeling spells/skills as collections of affects</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="01071" HREF="msg01071.html">Re: [MUD-Dev] Modeling spells/skills as collections of affects</A></strong>, Miroslav Silovic <a href="mailto:silovic#mare,zesoi.fer.hr">silovic#mare,zesoi.fer.hr</a>, Thu 04 Sep 1997, 08:13 GMT </LI> </ul> </ul> <LI><strong><A NAME="01078" HREF="msg01078.html">Modeling spells/skills as collections of affects</A></strong>, S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Thu 04 Sep 1997, 12:50 GMT </LI> <LI><strong><A NAME="01168" HREF="msg01168.html">Modeling spells/skills as collections of affects</A></strong>, S001GMU <a href="mailto:S001GMU#nova,wright.edu">S001GMU#nova,wright.edu</a>, Tue 09 Sep 1997, 13:18 GMT </LI> </ul> </LI> <LI><strong><A NAME="00926" HREF="msg00926.html">[MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 01:34 GMT <UL> <LI><strong><A NAME="00930" HREF="msg00930.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:14 GMT </LI> <LI><strong><A NAME="01012" HREF="msg01012.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 02 Sep 1997, 16:12 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00929" HREF="msg00929.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 02:48 GMT <UL> <LI><strong><A NAME="00971" HREF="msg00971.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Mon 01 Sep 1997, 21:41 GMT </LI> </UL> </LI> <LI><strong><A NAME="00932" HREF="msg00932.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>, Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 03:43 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>