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<H1>[MUD-Dev] Re: mobile movement</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: mobile movement</LI>
<LI><em>From</em>: Oliver Jowett &lt;<A HREF="mailto:icecube#ihug,co.nz">icecube#ihug,co.nz</A>&gt;</LI>
<LI><em>Date</em>: Sat, 16 Jan 1999 03:39:14 +1300 (NZDT)</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, 11 Jan 1999, J C Lawrence wrote:

&gt; Given the fact that many MUD worlds are topologically a single long
&gt; road with a variety of self contained (ie not or barely
&gt; interconnected) blobs of "areas" hung off it, this approach has some
&gt; really good real-world justifications.  The processing loop then
&gt; becomes a simple (simplified):
&gt; 
&gt;   Is target in same area as me?
&gt;   Yes?  Plot and follow path to target.
&gt;   No?  Plot and follow path to highway.
&gt;   Is target on highway?
&gt;   Yes?  Follow highway in that direction.
&gt;   No?  Plot and follow path to target area.
&gt;   Plot and follow path in target area to target.

It's worth noting that there's no requirement that the highway be linear.
All that is needed is a region of the world that:

 - has easy-to-find connection to the start and end areas
 - allows paths between points within the region to be found more easily
   than paths involving other points, for whatever reason

AR has a 2D map covering the game world, with areas (the diku-like graph
type, with associated pathfinding ugliness) linked in at specific
locations.  Since the map uses a consistent coordinate system, it's
relatively cheap to find a path between two points on the map. The
pathfinding approach we use looks very like the one outlined above,
treating the map as the "highway". 

-O



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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: mobile movement</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00133" HREF="msg00133.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Holly Sommer <a href="mailto:hsommer#micro,ti.com">hsommer#micro,ti.com</a>, Wed 13 Jan 1999, 16:13 GMT
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<LI><strong><A NAME="00129" HREF="msg00129.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 13 Jan 1999, 05:25 GMT
</LI>
<LI><strong><A NAME="00135" HREF="msg00135.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 13 Jan 1999, 18:22 GMT
</LI>
<LI><strong><A NAME="00137" HREF="msg00137.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Wed 13 Jan 1999, 18:55 GMT
</LI>
<LI><strong><A NAME="00188" HREF="msg00188.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Oliver Jowett <a href="mailto:icecube#ihug,co.nz">icecube#ihug,co.nz</a>, Fri 15 Jan 1999, 14:39 GMT
</LI>
<LI><strong><A NAME="00212" HREF="msg00212.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Oliver Jowett <a href="mailto:icecube#ihug,co.nz">icecube#ihug,co.nz</a>, Sun 17 Jan 1999, 02:36 GMT
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</ul>
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<LI><strong><A NAME="00068" HREF="msg00068.html">[MUD-Dev] mobile movement</A></strong>, 
Matthew Mihaly <a href="mailto:diablo#best,com">diablo#best,com</a>, Wed 06 Jan 1999, 22:14 GMT
<UL>
<LI><strong><A NAME="00069" HREF="msg00069.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Wed 06 Jan 1999, 23:12 GMT
</LI>
<LI><strong><A NAME="00075" HREF="msg00075.html">[MUD-Dev] Re: mobile movement</A></strong>, 
Richard Woolcock <a href="mailto:KaVir#dial,pipex.com">KaVir#dial,pipex.com</a>, Thu 07 Jan 1999, 00:21 GMT
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</UL>
</LI>
</UL></BLOCKQUOTE>

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