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<H1>[MUD-Dev] Re: Nested coorindate space model</H1>
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<LI><em>To</em>: <<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Nested coorindate space model</LI>
<LI><em>From</em>: "Benjamin D. Wiechel" <<A HREF="mailto:strycher#toast,net">strycher#toast,net</A>></LI>
<LI><em>Date</em>: Thu, 28 May 1998 13:54:49 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
-----Original Message-----
From: Ling <K.L.Lo-94#student,lboro.ac.uk>
To: mud-dev#kanga,nu <mud-dev#kanga,nu>
Date: Thursday, May 21, 1998 1:34 PM
Subject: [MUD-Dev] Re: Nested coorindate space model
>On Wed, 20 May 1998, J C Lawrence wrote:
>
>> Given a domain which consists of several distinct lumps, the
>> coordinate system ignores the "space" between the lumps. ie the space
>> between the lumps as defined by the containing coordinate system is
>> treated as of zero size.
>
>Cunning, though for me, it's more of a curiosity than something I'd be
>willing to implement. Can a builder switch between coord systems? Say
>from cartesian to cylindrical? Or perhaps something even more bizarre,
>like transformations to a Z plane:
[snip]
I guess something that strikes me about coordinate systems is this:
The times I have thought about coordinate systems it was for two reasons.
One would be to quickly "build" a very generic area, like a long path, or a
large meadow, where there wouldn't be much change in description. You could
build a small database within the MUD to handle the coordinates, maybe just
a large multi-dimensional array or mapping. You could use it with the same
description for all rooms, or have it store unique descriptions, or any
combination. Or the concept of D-space from MUSH environments like Robomush
from years ago.
The other reason would be to keep track of ownership of areas.... which you
wouldn't even really NEED a coordinate system to do. That way, as kings and
lords won battles and took over new areas, the ownership would/could change.
This is probably easier handled in a variable in the object code itself
though, rather than a coordinates system.
Perhaps I'm too locked into my old modes of thinking however. I grew up in
the old LP muds, dating back to the good old 2.4.5 driver/lib. Maybe for
other games like UOL it makes more sense to use coordinates?
--
Benjamin D. Wiechel
<A HREF="http://www.toast.net/~strycher/">http://www.toast.net/~strycher/</A>
strycher#toast,net
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<li><strong><A NAME="00862" HREF="msg00862.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>
<ul compact><li><em>From:</em> J C Lawrence <claw#under,engr.sgi.com></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: [Mud-Dev] Playerkilling website</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00872" HREF="msg00872.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 20:10 GMT
</LI>
<LI><strong><A NAME="00860" HREF="msg00860.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Tue 02 Jun 1998, 17:12 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00858" HREF="msg00858.html">[MUD-Dev] [Mud-Dev] Playerkilling website</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Mon 01 Jun 1998, 22:37 GMT
<UL>
<LI><strong><A NAME="00871" HREF="msg00871.html">[MUD-Dev] Re: [Mud-Dev] Playerkilling website</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 19:38 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00847" HREF="msg00847.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>,
Benjamin D. Wiechel <a href="mailto:strycher#toast,net">strycher#toast,net</a>, Thu 28 May 1998, 17:56 GMT
<UL>
<LI><strong><A NAME="00862" HREF="msg00862.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 03 Jun 1998, 02:29 GMT
</LI>
</UL>
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00897" HREF="msg00897.html">[MUD-Dev] Re: Nested coorindate space model</A></strong>,
Jason Goodwin <a href="mailto:wgoodwin#iquest,net">wgoodwin#iquest,net</a>, Sat 06 Jun 1998, 19:20 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00846" HREF="msg00846.html">[MUD-Dev] skill system</A></strong>,
Andrew C.M. McClintock <a href="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</a>, Thu 28 May 1998, 12:15 GMT
<UL>
<LI><strong><A NAME="00849" HREF="msg00849.html">[MUD-Dev] Re: skill system</A></strong>,
Jo Dillon <a href="mailto:emily#thelonious,new.ox.ac.uk">emily#thelonious,new.ox.ac.uk</a>, Fri 29 May 1998, 09:12 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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