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<H1>LDMs (large dynamic maps) was Re: [MUD-Dev] Unique items</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>: LDMs (large dynamic maps) was Re: [MUD-Dev] Unique items </LI>
<LI><em>From</em>: Mike Sellers &lt;<A HREF="mailto:mike#online-alchemy,com">mike#online-alchemy,com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 18 Feb 1998 23:12:16 -0800</LI>
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<PRE>
At 10:06 PM 2/18/98 PST8PDT, coder#ibm,net wrote:
&gt;On 16/02/98 at 02:25 PM, cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)
&gt;said: &gt;[Chris L:]
&gt;&gt;:Why not hand-design the gross features of the world, its basic terrain,
&gt;&gt;:resources characteristics, etc, and _then_ define the rules which govern
&gt;&gt;:the use of those resources.  Plug it in, flick the switch, bake at 400 for
&gt;&gt;:an hour and Voila!  Instant world of 12 million rooms (if you're still
&gt;&gt;:using rooms).	Want cheaper, easier, more interesting?  Do allt he same
&gt;&gt;:definition work, but skipp the baking step,  Just load the raw dough onto
&gt;&gt;:your servers and throw your players in like yeasty raisins.  As soon as a
&gt;&gt;:player opens his virtual eyes, the world creates itself about him.  The
&gt;&gt;:question of the tree falling in the woods is finally answered: with nobody
&gt;&gt;:there, there is no tree, there are no woods, and there are no ears to
&gt;&gt;:hear.
&gt;
&gt;&gt;Pant, pant, drool! That's what I'm slowing heading towards, but I'm sure
&gt;&gt;the professionals will be there long before I am.
&gt;
&gt;I've spent most of the last 48hours working this one over.  Its possible,
&gt;its a data structure nightmare, but it can be done given enough horsepower
&gt;(and it will need a lot of horsepower).

I'm not so sure.  I'm fairly close to completing a prototype along these
lines.  I hate to dangle this one out there, but I can't say a lot more
just yet.  If it continues to work, it should be pretty interesting.  And
the map is, well, big. 

&gt;The key datum however is that an area containing (or percieved by) a
&gt;self-realising object can't be torn down, whereas an area not containing
&gt;only self-ignorant objects can been freely torn down and rebuilt without
&gt;impact (presuming your rebuild and prediction tools are good enough)

Yes, this is key.  

&gt;...I think I'm going to try this.  _BUT_, I'll use a mostly
&gt;persistant world (fixed terrain, mostly fixed resource maps, fixed major
&gt;objects etc), and the make the chaff dynamic.  

Good luck!  Who knows, maybe this is the wave of the future. :)


Mike Sellers                     mike#online-alchemy,com
     Online Alchemy             A division of The Big Network

   Combining art &amp; science to create new worlds.

</PRE>

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<li><strong><A NAME="00563" HREF="msg00563.html">Re: [MUD-Dev] Unique items</A></strong>
<ul compact><li><em>From:</em> coder#ibm,net</li></ul>
<li><strong><A NAME="00538" HREF="msg00538.html">Re: [MUD-Dev] Unique items</A></strong>
<ul compact><li><em>From:</em> The Eternal City &lt;eternal#eternal,eternal-city.com&gt;</li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Dynamic Loading of Modules</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00797" HREF="msg00797.html">Re: [MUD-Dev] Dynamic Loading of Modules</A></strong>, 
Greg Munt <a href="mailto:greg#uni-corn,demon.co.uk">greg#uni-corn,demon.co.uk</a>, Fri 20 Mar 1998, 21:53 GMT
</LI>
<LI><strong><A NAME="00850" HREF="msg00850.html">Re: [MUD-Dev] Dynamic Loading of Modules</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Mon 23 Mar 1998, 19:14 GMT
</LI>
</ul>
</ul>
<LI><strong><A NAME="00800" HREF="msg00800.html">Re: [MUD-Dev]  Dynamic Loading of Modules (was: Back on the list</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Sat 21 Mar 1998, 00:54 GMT
<UL>
<LI><strong><A NAME="00806" HREF="msg00806.html">Dynamic Loading of Modules</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Sat 21 Mar 1998, 10:05 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
</LI>
<LI><strong><A NAME="00532" HREF="msg00532.html">LDMs (large dynamic maps) was Re: [MUD-Dev] Unique items</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Fri 20 Feb 1998, 08:16 GMT
<UL>
<LI><strong><A NAME="00538" HREF="msg00538.html">Re: [MUD-Dev] Unique items</A></strong>, 
The Eternal City <a href="mailto:eternal#eternal,eternal-city.com">eternal#eternal,eternal-city.com</a>, Fri 20 Feb 1998, 14:27 GMT
<UL>
<LI><strong><A NAME="00566" HREF="msg00566.html">Re: [MUD-Dev] Unique items</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 19:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00563" HREF="msg00563.html">Re: [MUD-Dev] Unique items</A></strong>, 
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 19:12 GMT
<UL>
<LI><strong><A NAME="00568" HREF="msg00568.html">Re: [MUD-Dev] Unique items</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 23 Feb 1998, 20:11 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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