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<H1>Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</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] 3D engines for MUDs (was: The MLI Project)</LI>
<LI><em>From</em>: Michael Hohensee &lt;<A HREF="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</A>&gt;</LI>
<LI><em>Date</em>: Thu, 19 Mar 1998 13:45:33 -0500</LI>
<LI><em>Sender</em>: <A HREF="mailto:michael#corinth,mainstream.net">michael#corinth,mainstream.net</A></LI>
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<PRE>
J C Lawrence wrote:
&gt; 
&gt; On Thu, 26 Feb 1998 03:42:30 PST8PDT
&gt; Niklas Elmqvist&lt;d97elm#dtek,chalmers.se&gt; wrote:
&gt; 
&gt; &gt; On Wed, 25 Feb 1998, Chris Gray wrote:
&gt; &gt;&gt; [Niklas Elmqvist:]
&gt; &gt;&gt;
&gt; 
&gt; &gt; In MCII, Bullfrog "solved" this problem by introducing two
&gt; &gt; heightmaps, one showing the altitude of the ground and the other for
&gt; &gt; the ceiling -- this was used in the underground levels. While this
&gt; &gt; could certainly work in a dungeon-like setting, I am much more in
&gt; &gt; favor of using a single heightmap (or possibly two if we want the
&gt; &gt; ceiling as well) and then do the objects on the map (trees,
&gt; &gt; buildings, vehicles, etc) as real 3D objects. This still leaves the
&gt; &gt; problem of having Quake-like areas which are entirely indoors.
&gt; 
&gt; Why not make the ceiling hieghtmap very high and blue, with small
&gt; white puffy blotches?  One could even texture it with a texture map
&gt; that changed dynamically (different base patterns) for different
&gt; outdoor weather conditions.

Heck, why not just paste the POVRAY renderer into the system and use its 
sky-sphere object?  Dungeons are little holes in mountains (or whatever 
your dungeon is in, and view of the sky is naturally cut off.  Anywhere
that you *can* see the sky from, the sky-sphere will peek through.

I really like povray's system.  All you need is one world file, and you
can
draw any scene in the game.  Of course, it'd be a pain in the ass to
have to download the entire MUD upon login, or to have to get a CD-ROM
to
play the damn thing... Perhaps we can just send the client the
world-settings
and all objects within a certain radius of the viewer.  This would be
fairly
network-friendly, especially if the vast majority of objects are
standardized, and could therefore be sent as names and co-ordinates.

Of course, the POVRAY renderer does take time to work, and wouldn't be
suitable for real-time graphics unless there is a way to have it lower
the
quality of the rendering to a point where it took a fraction of a second
to finish.  If we're not desperate for real-time images, however, this
seems to be the logical solution.

-- 
Michael Hohensee       michael#mainstream,net
<A  HREF="http://www.geocities.com/SiliconValley/Heights/9025/">http://www.geocities.com/SiliconValley/Heights/9025/</A>
      Finger me for my PGP Public Key, or use: 
<A  HREF="http://sparta.mainstream.net/michael/pgpkey.txt">http://sparta.mainstream.net/michael/pgpkey.txt</A>

</PRE>

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<li><strong><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>
<ul compact><li><em>From:</em> Miroslav Silovic &lt;silovic#zesoi,fer.hr&gt;</li></ul>
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<LI><STRONG><A NAME="00771" HREF="msg00771.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></STRONG>
<UL><LI><EM>From:</EM> J C Lawrence &lt;claw#under,engr.sgi.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]	The MLI Project</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev]	The MLI Project</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 26 Feb 1998, 07:06 GMT
<UL>
<LI><strong><A NAME="00605" HREF="msg00605.html">3D engines for MUDs (was: The MLI Project)</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Thu 26 Feb 1998, 11:43 GMT
<UL>
<LI><strong><A NAME="00771" HREF="msg00771.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Mar 1998, 23:04 GMT
<UL>
<LI><strong><A NAME="00772" HREF="msg00772.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Thu 19 Mar 1998, 23:30 GMT
</LI>
<LI><strong><A NAME="00773" HREF="msg00773.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 19 Mar 1998, 23:42 GMT
<UL>
<LI><strong><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Fri 20 Mar 1998, 09:01 GMT
<UL>
<LI><strong><A NAME="00786" HREF="msg00786.html">3D engines for MUDs</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 20 Mar 1998, 11:30 GMT
</LI>
<LI><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Fri 20 Mar 1998, 13:26 GMT
</LI>
<LI><strong><A NAME="00796" HREF="msg00796.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>, 
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Fri 20 Mar 1998, 21:15 GMT
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