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<H1>[MUD-Dev] Re: DBMS in MU*'s</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: DBMS in MU*'s</LI>
<LI><em>From</em>: <A HREF="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</A></LI>
<LI><em>Date</em>: Tue, 21 Jul 1998 16:24:55 -0400 (EDT)</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 Mon, 20 Jul 1998, Chris Gray wrote:

&gt; [s001gmu#nova,wright.edu (Greg):]
&gt; 
&gt;  &gt;Short of some titanic force, no unaided mortal will break the axe head,
&gt;  &gt;but the handle is quite breakable.  Now, another can of worms is opened
&gt;  &gt;when I ask, "uh.. what happens to the handle?  is it 2 distinct 'broken
&gt;  &gt;wooden axehandle' objects?"  I choose not to address that, atm.  :)  Words
&gt;  &gt;of wisdom from the peanut gallery?
&gt; 
&gt; You mean like, allowing disassembly being the first step, and breakage
&gt; being the second step of a infinite path leading nowhere? :-) 

ya... that's why I chose not to answer it. 

&gt; You either have to stop somewhere, fake it, or get generic. 

heh.  I'd say generic.  Faking it tends to fall apart after a while...

&gt; The game value of allowing assembly/disassembly can be good. 

Yup.  I really like the idea.

&gt; The game value of allowing
&gt; that kind of breakage is likely less generally useful (how is it better,
&gt; for the game, than just ending up with a single "broken axe handle"?)

I can see where breaking things can be of importance to the game.
Consider a wall betwixt you and the treasure of masive manlyness. 
Granted, I might be tempted to call walls a construction of bricks, but
then, do I really want to model EVERY brick?  I don't think so...  not
until memory gets to the range of $0.01/GB.  This thread feels like it is
pulling us back towards a thread quite a while back that JC was prominent
in, about grouping items, etc.

&gt; If you want to go that path, consider modelling the axe handle as a
&gt; rough cylinder of given dimensions. Breaking it produces a pair of
&gt; rougher cylinders of appropriate dimensions. The breakability of a piece
&gt; of wood is related to its smallest dimension (unless of course you want
&gt; to get into issues of wood-grain).

I choose not to comment... :P  where to draw the line on what to model and
what to fake has yet to be determined for my project.  :)

-Greg



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<li><strong><A NAME="00289" HREF="msg00289.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>
<ul compact><li><em>From:</em> Adam Wiggins &lt;adam#angel,com&gt;</li></ul>
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<UL><LI><EM>From:</EM> Chris Gray &lt;cg#ami-cg,GraySage.Edmonton.AB.CA&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: DBMS in MU*'s</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00319" HREF="msg00319.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Thu 23 Jul 1998, 20:21 GMT
</LI>
</ul>
<LI><strong><A NAME="00272" HREF="msg00272.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
quzah <a href="mailto:quzah#geocities,com">quzah#geocities,com</a>, Mon 20 Jul 1998, 20:37 GMT
<UL>
<LI><strong><A NAME="00312" HREF="msg00312.html">[MUD-Dev] Objects (was Re: DBMS in MU*'s)</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Wed 22 Jul 1998, 18:26 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00274" HREF="msg00274.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Tue 21 Jul 1998, 01:36 GMT
<UL>
<LI><strong><A NAME="00282" HREF="msg00282.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
s001gmu <a href="mailto:s001gmu#nova,wright.edu">s001gmu#nova,wright.edu</a>, Tue 21 Jul 1998, 20:26 GMT
<UL>
<LI><strong><A NAME="00289" HREF="msg00289.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Tue 21 Jul 1998, 22:27 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00672" HREF="msg00672.html">[MUD-Dev] Re: DBMS in MU*'s</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 12 Aug 1998, 03:48 GMT
</LI>
</ul>
</LI>
<LI><strong><A NAME="00260" HREF="msg00260.html">[MUD-Dev] Re: Scripting Design Notes</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 19 Jul 1998, 20:02 GMT
<UL>
<LI><strong><A NAME="00265" HREF="msg00265.html">[MUD-Dev] Re: Scripting Design Notes</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Mon 20 Jul 1998, 05:06 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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