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<H1>[MUD-Dev] Re: Alternate UOL's</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Alternate UOL's </LI>
<LI><em>From</em>: "D. B. Brown" &lt;<A HREF="mailto:dbrown1#stny,lrun.com">dbrown1#stny,lrun.com</A>&gt;</LI>
<LI><em>Date</em>: Thu, 6 Aug 1998 08:44:54 -0400</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>

-----Original Message-----
From: Koster, Raph &lt;rkoster#origin,ea.com&gt;
To: 'mud-dev#kanga,nu' &lt;mud-dev#kanga,nu&gt;
Date: Wednesday, August 05, 1998 7:51 PM
Subject: [MUD-Dev] Re: Alternate UOL's


&gt;You're not going to have a viable 3d engine with 3d meshes for figures
&gt;unless you spend at least two years developing it. Consider the basic
&gt;problem: you need to support 30-40 fully animated 3d figures moving on
&gt;screen at once, in a 3d environment, ideally all with distinct meshes,
&gt;art, and equipment.


I'm actually working on a system used as the front end of a mud.  Generally,
no more than five or six animated objects on screen at once.  That,
combined with highly dynamic data, especially data to be displayed that was
entered as text.

Not that a 3D system will be easy, but it's a better alternative than
trying to put together a 2D system and rely on a steady art income.

&gt;This is an extremely non-trivial problem for a 3d engine. There's a
&gt;reason why folks like 989 Studios (formerly Sony Interactive, makers of
&gt;EverQuest) have been working on it for so long--and are requiring 3d
&gt;acceleration--and still only show 5-6 people at once.

Cavedog's Total Annihilation has done this pretty well, even without
acceleration, but I suspect that the shortcuts taken in their engine
would lessen its effectiveness in the CRPG world.

D. B. Brown





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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: Alternate UOL's</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<LI><strong><A NAME="00497" HREF="msg00497.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Wed 05 Aug 1998, 20:18 GMT
</LI>
</ul>
<LI><strong><A NAME="00501" HREF="msg00501.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
D. B. Brown <a href="mailto:dbrown1#stny,lrun.com">dbrown1#stny,lrun.com</a>, Wed 05 Aug 1998, 21:57 GMT
<UL>
<LI><strong><A NAME="00503" HREF="msg00503.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
Adam Wiggins <a href="mailto:adam#mail,angel.com">adam#mail,angel.com</a>, Wed 05 Aug 1998, 22:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00502" HREF="msg00502.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 05 Aug 1998, 22:33 GMT
</LI>
<LI><strong><A NAME="00517" HREF="msg00517.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
D. B. Brown <a href="mailto:dbrown1#stny,lrun.com">dbrown1#stny,lrun.com</a>, Thu 06 Aug 1998, 12:49 GMT
</LI>
<LI><strong><A NAME="00521" HREF="msg00521.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 06 Aug 1998, 16:01 GMT
<UL>
<LI><strong><A NAME="00529" HREF="msg00529.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Thu 06 Aug 1998, 18:08 GMT
</LI>
<LI><strong><A NAME="01022" HREF="msg01022.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Sat 12 Sep 1998, 01:44 GMT
<UL>
<LI><strong><A NAME="01024" HREF="msg01024.html">[MUD-Dev] Re: Alternate UOL's</A></strong>, 
Adam J. Thornton <a href="mailto:adam#phoenix,Princeton.EDU">adam#phoenix,Princeton.EDU</a>, Sat 12 Sep 1998, 08:44 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
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</LI>
</UL></BLOCKQUOTE>

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