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<H1>Re: [MUD-Dev] 3D engines for 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] 3D engines for MUDs </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>: Tue, 24 Mar 1998 08:13:58 -0800</LI>
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<PRE>
At 07:42 AM 3/24/98 PST8PDT, Koster, Raph wrote:
&gt;Not to say voxels are bad--they are phenomenal looking in any sort of 
&gt;overhead view application, or fixed distance application. They also do 
&gt;great at terrain as long as you can't get too close to the terrain. 
&gt; They're currently getting trendy in computer game development 

Indeed.  I worked with voxels (real ones, not height-mapped pseudo-voxels
:) ) in medical imaging back in the early '90s.  They are great for showing
irregular or organic surfaces and volumes, and only pixelate if you don't
do some sort of level-of-detail calculations on them -- most products don't
because that requires a huge, well-defined underlying data set and *a lot*
of CPU power.  Still, just as we've seen progressive meshing applications
on PCs, I expect we'll see progressive LOD voxel engines within the next
couple of years.  Personally, I can't wait for my Pentium III GigaPent
machine. ;)

--

Mike Sellers   Chief Alchemist -- Online Alchemy   mike#online-alchemy,com

"One of the most difficult tasks men can perform, however much others 
may despise it, is the invention of good games.  And it cannot be done 
by men out of touch with their instinctive values."  - Carl Jung

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev]  UML/Commercial v Free Muds</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00900" HREF="msg00900.html">Re: [MUD-Dev]  UML/Commercial v Free Muds</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 26 Mar 1998, 04:05 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00875" HREF="msg00875.html">RE: [MUD-Dev] 3D engines for MUDs</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 24 Mar 1998, 15:23 GMT
<UL>
<LI><strong><A NAME="00896" HREF="msg00896.html">3D engines for MUDs</A></strong>, 
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Wed 25 Mar 1998, 15:12 GMT
<UL>
<LI><strong><A NAME="00898" HREF="msg00898.html">Re: [MUD-Dev]  3D engines for 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 25 Mar 1998, 16:08 GMT
</LI>
</UL>
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00877" HREF="msg00877.html">Re: [MUD-Dev] 3D engines for MUDs</A></strong>, 
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Tue 24 Mar 1998, 16:18 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00834" HREF="msg00834.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 23 Mar 1998, 07:06 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00835" HREF="msg00835.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Mon 23 Mar 1998, 07:06 GMT
</LI>
<LI><strong><A NAME="00840" HREF="msg00840.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</A></strong>, 
Ross Nicoll <a href="mailto:rnicoll#calmar-mud,com">rnicoll#calmar-mud,com</a>, Mon 23 Mar 1998, 08:23 GMT
</LI>
<LI><strong><A NAME="00870" HREF="msg00870.html">Re: [MUD-Dev] World Persistence, flat files v/s DB v/s ??</A></strong>, 
Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Tue 24 Mar 1998, 04:12 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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