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<H1>Re: [MUD-Dev]  The impact of the web on muds</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]  The impact of the web on muds</LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Wed, 11 Feb 98 18:03:13 -0800</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>

On 20/01/98 at 10:12 PM, "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt; said:

&gt;The point isn't to argue against graphic-based muds but rather to figure
&gt;out how to introduce the good qualities of text muds to a 2- or 3-D mud. 
&gt;Often 3D designers use level of detail (LOD) to "simplify" objects that
&gt;may be far away from the user.  It is a practical concern: too many
&gt;polygons will slow down the graphics, and since things in the distance
&gt;are so small, no one will notice or care if they have less  detail.  But
&gt;why "things in the distance" and not "things of no current interest"?

Problem: "Ooo!  That object is show with a high detail level: there must
be something interesting about it that will help me in the game." and
variations.  The other big problem is that "interest" is defined by
intent, and intent is a really dicey thing to have a game attempt to
determine (tho I'm going to try it).

-- 
J C Lawrence                               Internet: claw#null,net
----------(*)                              Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


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<UL><LI><EM>From:</EM> "Brandon J. Rickman" &lt;ashes#pc4,zennet.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  The impact of the web on muds</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00128" HREF="msg00128.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Fri 09 Jan 1998, 03:57 GMT
<UL>
<LI><strong><A NAME="00152" HREF="msg00152.html">Re: [MUD-Dev] Text vs Video; Movies, Books &amp; muds.</A></strong>, 
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Fri 09 Jan 1998, 21:36 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00058" HREF="msg00058.html">[MUD-Dev]  The impact of the web on muds</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 06 Jan 1998, 15:58 GMT
</LI>
<LI><strong><A NAME="00266" HREF="msg00266.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Wed 21 Jan 1998, 06:05 GMT
<UL>
<LI><strong><A NAME="00415" HREF="msg00415.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 12 Feb 1998, 02:14 GMT
</LI>
<LI><strong><A NAME="00416" HREF="msg00416.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Thu 12 Feb 1998, 02:17 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00268" HREF="msg00268.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Wed 21 Jan 1998, 07:15 GMT
<UL>
<LI><strong><A NAME="00269" HREF="msg00269.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Wed 21 Jan 1998, 10:33 GMT
<UL>
<LI><strong><A NAME="00283" HREF="msg00283.html">Re: [MUD-Dev]  The impact of the web on muds</A></strong>, 
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Thu 22 Jan 1998, 17:01 GMT
</LI>
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</UL></BLOCKQUOTE>

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