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<H1>[MUD-Dev] Re: regulating player-created objects</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: regulating player-created objects</LI>
<LI><em>From</em>: Nathan F Yospe &lt;<A HREF="mailto:yospe#hawaii,edu">yospe#hawaii,edu</A>&gt;</LI>
<LI><em>Date</em>: Fri, 8 May 1998 21:36:31 -1000</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" &lt;<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>&gt;</LI>
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<PRE>
On Fri, 1 May 1998, Dan Shiovitz wrote:

:On Thu, 30 Apr 1998, Adam Wiggins wrote:
:[large amounts of trimming done. might want to look at original post
: for context]

&lt;And more snipped out&gt;

:Hmm. I've been chewing on this for a while. It's pretty clear that the
:latter isn't feasible. It occurred to me, though that you could get
:some sort of in-the-middle compromise by not hard-coding all the
:classes of objects that can be created. I guess you might want to have
:some base ones defined, but beyond that you could let the admins
:create "patterns" that players can learn and create. For instance, say
:someone knows the "chest of drawers" pattern. This would be something
:that an admin wrote in some sort of in-game coding language. According
:to the pattern, say, the chest of drawers is composed of 3 large
:boards, some nails, and three drawers. "drawer" is another pattern. A
:drawer consists of 4 small boards and one medium board, plus some
:nails. So eventually all patterns are decomposed into sub-patterns
:which get decomposed into atoms. Atoms are things that don't have to
:be specified how to make: "carve large board from log" will give you a
:large board if the log is large enough. 

Atoms sound like components...except that my components are highly object
oriented (even if coded in something that, while written in C++, isn't as
much an object oriented design as a virtual instantiation design... just a
little outside of the mainstream. I'm quite proud of it.) and decompose to,
well... smaller atoms. Since objectBase decomposes to its compositional
material, which decomposes into its crystaline base... in other words, the
atoms sort of figure themselves out as deep as you would care to look. The
key here is that templates are made of inheritable families... not exact
objects. Think of it as a composition of interfaces, sort of... not quite
so clean a boundary as classical OO... *sigh* I'm working on a document;
I'll post it as soon as it's done. It describes a lot of this stuff in
great detail, and occasionally in pseudocode. It should be clearer then.

:The advantage of this system is in the use of sub-patterns. For
:instance, you could have the "arrow" pattern be made of up "shaft",
:"arrowhead", and "fletching". Anything that fits into these categories
:can be used to make an arrow; so you could make arrows with steel
:heads, or flint heads, or diamond heads if you can find a way to chip
:them, and so on. 

This is sounding remarkably like my templates. Add fusion of components for
merged templates, and...

:This doesn't let players create anything they want. If I want to make
:a cuckoo clock with a secret compartment in the bottom, there has to
:be a cuckoo clock pattern already existing (and presumably made up of
:a gear pattern, a carving of an animal pattern (usually animal=bird),
:a bell pattern, and a small base pattern). But if there's already a
:base-with-secret-compartment pattern created, I can make my cuckoo
:clocks come with secret compartments even if that wasn't the intent of
:the original pattern creators. 

But a table, though maybe not named a table, could still be a table. And
a clock with a spring derived cookoo could be built even without the
template, using my model. Maybe. I'd have to see, but it is possible, if
not actually feasable...

:(Of course, the downside to this is every game object needs to be
:deconstructible now. Oh bother.)

Yup.

:Anyway, am I reinventing a known wheel here?  

Well... to me. I think I posted about this a year or so ago...
-- 

Nathan F. Yospe - Aimed High, Crashed Hard, In the Hanger, Back Flying Soon
Jr Software Engineer, Textron Systems Division (On loan to Rocketdyne Tech)
(Temporarily on Hold) Student, University of Hawaii at Manoa, Physics Dept.
yospe#hawaii.edu nyospe#premier.mhpcc.af.mil <A  HREF="http://www2.hawaii.edu/~yospe/">http://www2.hawaii.edu/~yospe/</A>




-- 
MUD-Dev: Advancing an unrealised future.

</PRE>

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<li><strong><A NAME="00483" HREF="msg00483.html">[MUD-Dev] We're Tiny, we're Toonie, we're all a little Loonie!</A></strong>
<ul compact><li><em>From:</em> Ling &lt;K.L.Lo-94#student,lboro.ac.uk&gt;</li></ul>
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<LI><STRONG><A NAME="00309" HREF="msg00309.html">[MUD-Dev] Re: regulating player-created objects</A></STRONG>
<UL><LI><EM>From:</EM> Dan Shiovitz &lt;dbs#cs,wisc.edu&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: regulating player-created objects</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00639" HREF="msg00639.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Sun 17 May 1998, 00:08 GMT
<UL>
<LI><strong><A NAME="00670" HREF="msg00670.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Mon 18 May 1998, 19:26 GMT
<UL>
<LI><strong><A NAME="00810" HREF="msg00810.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Brandon J. Rickman <a href="mailto:ashes#pc4,zennet.com">ashes#pc4,zennet.com</a>, Sun 24 May 1998, 02:41 GMT
<UL>
<LI><strong><A NAME="00814" HREF="msg00814.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Sun 24 May 1998, 10:36 GMT
</LI>
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</LI>
</UL>
</LI>
</UL>
</LI>
</ul>
</ul>
</ul>
<LI><strong><A NAME="00482" HREF="msg00482.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 09 May 1998, 07:38 GMT
<UL>
<LI><strong><A NAME="00483" HREF="msg00483.html">[MUD-Dev] We're Tiny, we're Toonie, we're all a little Loonie!</A></strong>, 
Ling <a href="mailto:K.L.Lo-94#student,lboro.ac.uk">K.L.Lo-94#student,lboro.ac.uk</a>, Sat 09 May 1998, 14:22 GMT
</LI>
</UL>
</LI>
</ul>
<LI><strong><A NAME="00481" HREF="msg00481.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Sat 09 May 1998, 07:24 GMT
</LI>
</ul>
<LI><strong><A NAME="00405" HREF="msg00405.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 05 May 1998, 17:03 GMT
</LI>
<LI><strong><A NAME="00408" HREF="msg00408.html">[MUD-Dev] Re: regulating player-created objects</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 05 May 1998, 18:25 GMT
</LI>
</ul>
</LI>
</UL></BLOCKQUOTE>

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