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  <title>MUDBytes - Forum: Building and World Design</title>
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  <description>MUDBytes Community - Issues relating to area building and world design. Let your creative voice be heard!</description>
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   <title>Strategy style mud</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=2772&amp;p=50501#p50501</link>

   <description>Strangely enough I was playing the NES Nobunaga's Ambition last week for nostalgia and thought the same thing.</description>

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   <pubDate>Tue, 7 Sep 2010 12:47:33 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (Tavish)</author>
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<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49738#p49738</link>

   <description>Heh, as long as we don't go all grammar nazi on me!  Sprachen ze einglish!

For me looking at it from a developer point of view, it would be easy to add in extra variables to it if I decided anyways: I could make a central table where I have different percentage chances of different weather in a central function, then I could have separate functions that could further modify it by different variables, for example, a central function that computes the percentages for weather in a given room, ar</description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49738#p49738</guid>

   <pubDate>Fri, 20 Aug 2010 14:09:51 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (Rudha)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49736#p49736</link>

   <description>[quote](effect?  affect?  not sure)[/quote]
Well... [url=http://lpmuds.net/davidhaley3.jpg]since you asked[/url] :tongue: it's affect. The magic effects affect the weather, but the simulator effects the weather output.
affect, noun: an emotion, feeling
affect, verb: to create an impact on something, or act upon
effect, noun: a result, consequence
effect, verb: to make happen

So to get technical, if you are changing the weather, you're affecting it... but, if you are actually the root cau</description>

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   <pubDate>Fri, 20 Aug 2010 13:56:42 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (David Haley)</author>
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<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49735#p49735</link>

   <description>I think, for the initial implementation at least, that's what I'll do.  After I have that working sufficiently well, I can decide if that feels like it's &quot;enough&quot; for me, and the world, or if I feel we need to go &quot;deeper&quot; with our model and start getting more complex.  There is still, however, the question of having meaningful variables (or rather, meaningful &quot;chances&quot; or however you choose to describe it), beyond the obvious - for example it becomes a matter of design deciding when and where I </description>

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   <pubDate>Fri, 20 Aug 2010 13:48:41 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (Rudha)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49734#p49734</link>

   <description>Yes: my suggestion is to model only the changes in output, not the changes in the factors that a 'proper' simulator would use. Put another way, model only the first degree, not the second degree that drives the first degree. Or put yet another way, for the mathematically inclined perhaps, model the output function but not the first (or second) derivatives of the output function.</description>

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   <pubDate>Fri, 20 Aug 2010 13:45:56 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (David Haley)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49732#p49732</link>

   <description>I think I didn't really understand what you were getting at.  I thought you were saying to have all these variables in one big thing as opposed to seperate things, whereas seeing that example now, you seem to be speaking to the difference between modelling a statistical simulation against modelling the various variables behind weather.

Maya/Rudha</description>

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   <pubDate>Fri, 20 Aug 2010 13:40:21 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (Rudha)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49730#p49730</link>

   <description>[quote=Rudha]When I have separate modules for - say - wind, precipitation, and temperature - if its just one of those not working properly, I can much more easily isolate that variable.

That said they'd not be completely independent any more than say - my stamina system is separate from my health system, or either are seperate from my stats system.  Things always have overlap.  But if I model all three in the same function, it's more difficult to isolate the variables.  That's what Im saying </description>

   <guid isPermaLink="true">http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49730#p49730</guid>

   <pubDate>Fri, 20 Aug 2010 13:35:58 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (David Haley)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49727#p49727</link>

   <description>[quote=KaVir]Another alternative: Some muds base their game weather on the real  weather.  This would work particularly well for a mud set in the real world, of course, but you could use it for other worlds with a little modification.  This would allow you to have very realistic weather without needing to develop a complex weather system. [/quote]

A consideration for Elvenblade with its weather module is that I have some weather that's [i]not real[/i].  This comes through a few ways.  First o</description>

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   <pubDate>Fri, 20 Aug 2010 13:17:23 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (Rudha)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49724#p49724</link>

   <description>I pulled the numbers for my weather system out of thin air and it works quite well. You just need to pick numbers that will produce the effect you want when put into your system.</description>

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   <pubDate>Fri, 20 Aug 2010 10:59:17 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (chrisd)</author>
  </item>
<item>
   <title>Weather System considerations</title>

   <link>http://www.mudbytes.net/index.php?a=topic&amp;t=3017&amp;p=49720#p49720</link>

   <description>[quote]A) a monolithic single system trying to model all the variables and would be more difficult to diagnose when things go wrong[/quote]
I'm somewhat surprised that you say that a state transition system would be harder to diagnose than one that involves many moving parts with many different angles of interaction.

[quote]The problem for me modelling things on statistics is weather can be unpredictable and statistics can be skewed.  I'd need to find a fairly accurate set of numbers from a </description>

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   <pubDate>Fri, 20 Aug 2010 10:04:35 PDT</pubDate>
   <category>Building and World Design</category>
   <author>nobody@example.com (David Haley)</author>
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