1999Q4/
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<H1>Re: [MUD-Dev] weather</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>: Re: [MUD-Dev] weather</LI>
<LI><em>From</em>: Greg Miller &lt;<A HREF="mailto:gmiller#classic-games,com">gmiller#classic-games,com</A>&gt;</LI>
<LI><em>Date</em>: Tue, 02 Nov 1999 02:07:04 -0600</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>
Matthew Mihaly wrote:
&gt; I think you'd kind of have to set the data manually anyway though, unless
&gt; you just defined the base weather statistics as being the same for each
&gt; environment type (so maybe all deserts would have the same weather, etc).
&gt; There are less than 100 areas in the game though, so setting it by hand
&gt; isn't a big deal, and it's just a one-time job.

Well, what I was thinking was something along the lines of using an
area's position in the world to generate some base climate numbers...
with colder areas near the poles, higher humidity along coastlines, etc.
It's an oversimplification, but probably Good Enough for most uses. As
you said, tho, it's probably not to hard to just enter data manually for
each area.
-- 
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<li><strong><A NAME="00161" HREF="msg00161.html">Re: [MUD-Dev] weather</A></strong>
<ul compact><li><em>From:</em> Martin Keegan &lt;martin@camelot.cyburbia.net.au&gt;</li></ul>
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<LI><STRONG><A NAME="00086" HREF="msg00086.html">Re: [MUD-Dev] weather</A></STRONG>
<UL><LI><EM>From:</EM> Matthew Mihaly &lt;diablo@best.com&gt;</LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] weather</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00036" HREF="msg00036.html">Re: [MUD-Dev] weather</A></strong>, 
Mik Clarke <a href="mailto:mikclrk@attglobal.net">mikclrk@attglobal.net</a>, Mon 11 Oct 1999, 21:29 GMT
<UL>
<LI><strong><A NAME="00039" HREF="msg00039.html">Re: [MUD-Dev] weather</A></strong>, 
Matthew Mihaly <a href="mailto:diablo@best.com">diablo@best.com</a>, Mon 11 Oct 1999, 22:03 GMT
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<LI><strong><A NAME="00057" HREF="msg00057.html">Re: [MUD-Dev] weather</A></strong>, 
Greg Miller <a href="mailto:gmiller@classic-games.com">gmiller@classic-games.com</a>, Thu 14 Oct 1999, 18:12 GMT
<UL>
<LI><strong><A NAME="00086" HREF="msg00086.html">Re: [MUD-Dev] weather</A></strong>, 
Matthew Mihaly <a href="mailto:diablo@best.com">diablo@best.com</a>, Mon 01 Nov 1999, 18:38 GMT
<UL>
<LI><strong><A NAME="00103" HREF="msg00103.html">Re: [MUD-Dev] weather</A></strong>, 
Greg Miller <a href="mailto:gmiller@classic-games.com">gmiller@classic-games.com</a>, Tue 02 Nov 1999, 18:35 GMT
<UL>
<LI><strong><A NAME="00161" HREF="msg00161.html">Re: [MUD-Dev] weather</A></strong>, 
Martin Keegan <a href="mailto:martin@camelot.cyburbia.net.au">martin@camelot.cyburbia.net.au</a>, Wed 10 Nov 1999, 02:27 GMT
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<LI><strong><A NAME="00029" HREF="msg00029.html">Re: [MUD-Dev] Algorithms for an Infinite Universe</A></strong>, 
Quzah <a href="mailto:quzah@hotmail.com">quzah@hotmail.com</a>, Mon 11 Oct 1999, 17:36 GMT
<UL>
<LI><strong><A NAME="00038" HREF="msg00038.html">Re: [MUD-Dev] Algorithms for an Infinite Universe</A></strong>, 
Jp Calderone <a href="mailto:exarkun@flashmail.com">exarkun@flashmail.com</a>, Mon 11 Oct 1999, 21:29 GMT
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<LI><strong><A NAME="00040" HREF="msg00040.html">Re: [MUD-Dev] Algorithms for an Infinite Universe</A></strong>, 
Joel Kelso <a href="mailto:joel@ee.uwa.edu.au">joel@ee.uwa.edu.au</a>, Tue 12 Oct 1999, 02:28 GMT
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