<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: MUD Design Digest V1 #55 --> <!--X-From-R13: ptNnzv-pt.tenlfntr.rqzbagba.no.pn (Quevf Uenl) --> <!--X-Date: Tue, 19 Nov 1996 07:50:35 +0100 --> <!--X-Message-Id: 9611190245.7qfu@ami-cg.GraySage.Edmonton.AB.CA --> <!--X-Content-Type: text/plain --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: MUD Design Digest V1 #55</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:cg#ami-cg,graysage.edmonton.ab.ca"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="">Previous</a> | <a href="msg00056.html">Next</a> ] Thread: [ <a href="msg00056.html">Previous</a> | <a href="msg00063.html">Next</a> ] Index: [ <A HREF="author.html#00055">Author</A> | <A HREF="#00055">Date</A> | <A HREF="thread.html#00055">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: MUD Design Digest V1 #55</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud#bug,belgonet.be">mud#bug,belgonet.be</A></LI> <LI><em>Subject</em>: Re: MUD Design Digest V1 #55</LI> <LI><em>From</em>: <A HREF="mailto:cg#ami-cg,graysage.edmonton.ab.ca">cg#ami-cg,graysage.edmonton.ab.ca</A> (Chris Gray)</LI> <LI><em>Date</em>: Mon, 18 Nov 96 19:45:03 MST</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> :Somehow, that syntax reminded me of my elementary school days and LOGO. :Just a random thought. Probably just the names. The closest "main-stream" language to what I use is probably Algol68, which isn't mainstream any more, and never really was in the U.S. :Hmmm. What do you _really_ send across? Surely not those text messages? :Also, is this restricted to tile/polygon whatever you were demonstrating :there? I'm playing around with undefined command transmission, for my GURU :project, and one of the things I've discovered is that matrix burst :transmission works very, very well for 3-D skeletal systems. I use a :translation algorithm, in the form of a primitive matrix, a covariance :matrix, and a secondary contravariance matrix, which reduces the needed :bandwidth by a healthy margin. I then use a mod to the matrix in question :to define movement rates... pretty much, linear algebra and calculus, with :the computer doing most of the nasty calculations in advance. The lookup :tree for the algos is actually designed to table joint types, and I've :listed all of the known hinges I can find. Of course, this does mean I am :limited to existing texture maps, but colors and skeletals I can transmit :without any roblem in client compatibility. (I use multiple client types.) All communications between my server and the custom client is done with binary messages. Each message has a short fixed header, which includes a message type and a tail length. Then, many of the messages have extra stuff in the tail. E.g. an "rq_text" message from server to client just contains a bunch of text to format onto the text window. An "rq_effects" message contains a binary effects stream. They consist of a bunch of effects operations, which consist of a one-byte effect code followed by whatever parameters that effect needs, all in binary. This was the natural way to do things on the Amiga, where the OS is a multitasking OS based on message passing. A local client messages directly with the server. Users on serial ports have an "agent" program which is a go-between for a reliable serial protocol <=> AmigaOS messages. For Internet connections, there is a pair (one for text, one for full binary) of agent programs that go-between TCP/IP and AmigaOS messages. The custom client can do any of local direct connections, serial connections or TCP/IP connections. My effects can be classified somewhat like this: - lines, circles, rectangles, polygons, etc. - sound output, voice output - on-screen "mouse buttons" and "clickable areas" - tile graphics (client caches tiles) - bitmap graphics from on-client files Nothing high-level like your descriptions ... yet! You lost me completely with your various matrices! Could you rephrase that so that a non-math person can follow it? 3D graphics is not something I've gotten into yet. :Heh. Well, GURU is, and was, well beyond the scope of my understandign :from teh very start. I do my components, and others do theirs, and we all :hope that the dfact that we all understand the desired outcome allows them :to mesh. No way I'm gonna let these discussions alter that project. As for :my text mud... well, yes, damnit, this group HAS increased the work on it, :but at least I know in the end, I will have a superior product for :release, and future mud programmers will not have their programming habits :mauled by working on Russ Taylor's ROM code, hopefully. I dunno how that :extends to other mud types... I've tried to broaden the base, but still, :it does have the same flavor I started with... vaguely mercish. Well, you may have to work in a somewhat black-box environment, but at least you aren't doing everything by yourself! There is something to be said for mutual feedback in a large project. -- Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <!--X-Follow-Ups-End--> <!--X-References--> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Next by Date: <STRONG><A HREF="msg00056.html">Re: MUD Coding in general.</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00056.html">Re: MUD Coding in general.</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00063.html">Re: MUD Design Digest V1 #55</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00055"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00055"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><strong><A NAME="00058" HREF="msg00058.html">Re: MUD Design Digest V1 #52</A></strong>, Chris Lawrence <a href="mailto:clawrenc#xsvr1,cup.hp.com">clawrenc#xsvr1,cup.hp.com</a>, Fri 22 Nov 1996, 21:34 GMT <LI><strong><A NAME="00064" HREF="msg00064.html">Re: MUD Design Digest V1 #49</A></strong>, Chris Lawrence <a href="mailto:clawrenc#xsvr1,cup.hp.com">clawrenc#xsvr1,cup.hp.com</a>, Fri 22 Nov 1996, 21:22 GMT <LI><strong><A NAME="00057" HREF="msg00057.html">Re: MUD Design Digest V1 #47</A></strong>, Chris Lawrence <a href="mailto:clawrenc#xsvr1,cup.hp.com">clawrenc#xsvr1,cup.hp.com</a>, Fri 22 Nov 1996, 21:20 GMT <LI><strong><A NAME="00056" HREF="msg00056.html">Re: MUD Coding in general.</A></strong>, Chris Lawrence <a href="mailto:clawrenc#xsvr1,cup.hp.com">clawrenc#xsvr1,cup.hp.com</a>, Thu 21 Nov 1996, 18:54 GMT <LI><strong><A NAME="00055" HREF="msg00055.html">Re: MUD Design Digest V1 #55</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,graysage.edmonton.ab.ca">cg#ami-cg,graysage.edmonton.ab.ca</a>, Tue 19 Nov 1996, 06:50 GMT <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00063" HREF="msg00063.html">Re: MUD Design Digest V1 #55</A></strong>, Chris Lawrence <a href="mailto:clawrenc#xsvr1,cup.hp.com">clawrenc#xsvr1,cup.hp.com</a>, Mon 02 Dec 1996, 19:05 GMT </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>