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[MUD-Dev] Re: mobile movement
On Tue, 12 Jan 1999, J C Lawrence wrote:
> On Tue, 12 Jan 1999 13:39:51 +0000 (BST)
> Ling <K.L.Lo-94#student,lboro.ac.uk> wrote:
>
> > The ambitious mud designer will, of course, not define the
> > highways and write an algorithm which tracks players and
> > extrapolate the routes from the players' movements. :)
This is not entirely unrelated to an idea which sprang forth in a
brainstorming session at 2 am about 3 years ago... The idea of dynamic
terrains.
Different terrains would display varying degrees of resistence to
"trampling" -- that is, the more frequently any thing moves over them,
the quicker a "path" is formed. Some terrains would "heal themselves" up
quicker than others -- ie:, a meadow would grow its grass back up within
a week of disuse, but would also be easy to form a path... compared to
drier climes, where it takes months to smooth out and depress a path in
the hard-packed earth.
Just thought I'd toss that general idea out :)
-Holly
- Thread context:
- [MUD-Dev] Re: mobile movement, (continued)
- [MUD-Dev] Re: mobile movement,
Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA, Wed 13 Jan 1999, 05:25 GMT
- [MUD-Dev] Re: mobile movement,
Caliban Tiresias Darklock caliban#darklock,com, Wed 13 Jan 1999, 18:22 GMT
- [MUD-Dev] Re: mobile movement,
Koster, Raph rkoster#origin,ea.com, Wed 13 Jan 1999, 18:55 GMT
- [MUD-Dev] Re: mobile movement,
Oliver Jowett icecube#ihug,co.nz, Fri 15 Jan 1999, 14:39 GMT
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