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<H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</H1>
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<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 &lt;<A HREF="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</A>&gt;</LI>
<LI><em>Date</em>: Sun, 31 Aug 1997 20:16:30 -0700</LI>
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<PRE>
At 06:36 PM 8/31/97 PST8PDT, Brian peirce wrote:
&gt;Hopefully this spin-off thread will continue so I've renamed it to 
&gt;avoid stepping on the ongoing Character evolution thread.  It is 
&gt;a discussion of problems inherent in the design of a hard sci-fi mud, 
&gt;this post deals with the problems of game universe complexity.
&gt;
&gt;&gt; Date:          Sun, 31 Aug 1997 16:16:13 PST8PDT
&gt;&gt; From:          Jeff Kesselman &lt;jeffk#tenetwork,com&gt;
&gt;&gt; At 04:06 PM 8/31/97 PST8PDT, Brian peirce wrote:
&gt;
&gt;Note: Choice C is unrestricted pc interstellar travel via starship.
&gt;
&gt;&gt; &gt;Choice C seems at first to merely be a design problem, but assuming 
&gt;&gt; &gt;you solve the design problem of generating 'realistic' worlds/systems 
&gt;&gt; &gt;randomly, you now have a storage problem...  your universe file will 
&gt;&gt; &gt;become _HUGE_.
&gt;&gt; 
&gt;&gt; This seems liek a classic pseudo random "virtual room" problem as we've
&gt;&gt; discussed many times.  If your world is egenrated off of a pseudo rando
&gt;&gt; mseeded from, say, the interstelalr "coords" of the world then it doesnt
&gt;&gt; ahve to be stored, it can be recreated at any time. Instead justs tore the
&gt;&gt; lcoatiosn of moveable obejcts dropped on or mvoed aroudn that world.
&gt; 
&gt;Assuming that the entire (for lack of a better word) section was 
&gt;generated at the same time and the random generator was unique to the 
&gt;generating thread, yes the storage of the seed or starting state of 
&gt;the generator along with the set of player affected objects in the 
&gt;section would suffice.   However  I fear  that we are merely applying a 
&gt;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

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<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" &lt;blprice#bedford,net&gt;</LI></UL></LI>
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<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>&lt;Possible follow-up(s)&gt;<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>

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