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Re: [MUD-Dev] Re: Dynamic muds
On Thu, 23 Sep 1999 02:50:32 -0700 (PDT), Katrina McClelan wrote:
} On Tue, 21 Sep 1999, Marian Griffith wrote:
}
} > The idea I had cooked up would allow you to create
} > a single forest location and descriptions for fifty different trees that
} > are then distributed over the forest area. The obvious advantages are
} > that you have to write less, and you can stand and walk anywhere in that
} > forest, instead of moving on a chessboard. Things like line of sight,
} > ranged combat and hiding behind other objects become much easier sudden-
} > ly as well. It is somewhere on my website but I can not remember the
} > exact adress right now.
I am interested in how do people deal with (i.e. program) line of sight and
range of {sight, hearing, combat, etc.} issues in "roomless" MUDs.
Doesn't it get very computationally intensive?
Have fun,
Alex.
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- Thread context:
- Re: [MUD-Dev] Re: Dynamic muds, (continued)
- Re: [MUD-Dev] Re: Dynamic muds,
Ben Greear greear#cyberhighway,net, Tue 21 Sep 1999, 05:32 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Katrina McClelan kitkat#marcus,pants.nu, Tue 21 Sep 1999, 06:39 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Petri Virkkula pvirkkul#iki,fi, Tue 21 Sep 1999, 06:41 GMT
- Re: [MUD-Dev] Re: Dynamic muds,
Greg Miller gmiller#classic-games,com, Tue 21 Sep 1999, 23:57 GMT
- RE: [MUD-Dev] Re: Dynamic muds,
Eli Stevens (KiZurich) ens017#mizzou,edu, Mon 27 Sep 1999, 16:59 GMT
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