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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>: J C Lawrence &lt;<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 02 Jun 1998 19:27:30 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
On Thu, 28 May 1998 13:54:49 -0400 
Benjamin D Wiechel&lt;strycher#toast,net&gt; wrote:

&gt; [K.L.Lo-94#student,lboro.ac.uk]: 

&gt;&gt; On Wed, 20 May 1998, J C Lawrence wrote:

&gt;&gt;&gt; Given a domain which consists of several distinct lumps, the
&gt;&gt;&gt; coordinate system ignores the "space" between the lumps.  ie the
&gt;&gt;&gt; space between the lumps as defined by the containing coordinate
&gt;&gt;&gt; system is treated as of zero size.

...deletia...

&gt; I guess something that strikes me about coordinate systems is this:

..deletia...

&gt; Perhaps I'm too locked into my old modes of thinking however.  I
&gt; grew up in the old LP muds, dating back to the good old 2.4.5
&gt; driver/lib.  Maybe for other games like UOL it makes more sense to
&gt; use coordinates?

I took a long route into coordiante systems, startin initially with
just adding coordiante spaces to the insides fo rooms.  I've been
using a room-less (I have no internal room concept left at all) pure
coordinate system for almost a year now, and the fluidity of
coordinate systems is really beginning to strike me now.

There are no more constrained locations.  There is no question fo who
sees or perceives what, when.  If Krakatoa blows up, the world will
know without any extra effort on my part, or my having to remember to
set the appropriate flags etc.  If the castle falls down because the
sappers undermined the walls, the people inside will be crushed
without may having to do anything special, the people on the
surrounding hills will see the dust cloud, and hear the crash, and the 
people on the other side of the hills will see and hear nothing
exactly as appropriate.  Throw a spear through an open window, and it
will pass thru the open door on the other side of the room, down the
hall, and strike the man at the other end.  

You also gain senses of scale which is largely impossible with room
models.  Stand on the mountain, and see the world, if not the world's
detail.  Stand in the hole and see the dirt up close.  Stand on a high
tower and see the city map.  Stand at the head of a valley and oversee
the strategic locations that control the valley.

To a tiny mouse, everything is huge.  To a large flying dragon,
everything is small.

-- 
J C Lawrence                               Internet: claw#null,net
(Contractor)                               Internet: coder#ibm,net
---------(*)                     Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...


</PRE>

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<LI><STRONG><A NAME="00847" HREF="msg00847.html">[MUD-Dev] Re: Nested coorindate space model</A></STRONG>
<UL><LI><EM>From:</EM> "Benjamin D. Wiechel" &lt;strycher#toast,net&gt;</LI></UL></LI>
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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="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>&lt;Possible follow-up(s)&gt;<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
<UL>
<LI><strong><A NAME="00850" HREF="msg00850.html">[MUD-Dev] Re: skill system</A></strong>, 
Andrew C.M. McClintock <a href="mailto:andrewm#tiger,hsc.edu">andrewm#tiger,hsc.edu</a>, Fri 29 May 1998, 10:05 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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