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<H1>Re: [MUD-Dev] Room-based vs. coordinate-based</H1>
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<LI><em>To</em>: &lt;<A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A>&gt;</LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Room-based vs. coordinate-based</LI>
<LI><em>From</em>: "Jon A. Lambert" &lt;<A HREF="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 4 Jun 1997 22:05:28 -0400</LI>
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<PRE>
&gt; From: Chris Gray &lt;cg#ami-cg,GraySage.Edmonton.AB.CA&gt;
&gt;
&gt; Brings up the topic of room-based versus co-ordinate based representations.
&gt; 
&gt; My surface thinking on this has been that a given set of co-ordinates
&gt; will define a room, and that within that room things are room-based.
&gt; The coords could also define a building of several rooms, etc. This
&gt; is sort of a cop-out on my part, but it seems to be a way to get some of
&gt; the advantages of both systems. If I can get some of the advantages of
&gt; the coord system without having to do all of the proximity stuff for all
&gt; of the commands, I'll take that cheat!
&gt; 
I've been skipping by these 3d and/or coordinate threads for some time since
I was planning a locational-based system.  I think this is a good idea.
Sort of a way for a locational based mud to cheat into coordinate-based 
system.  By simply adding a pair of (x,y,z) coordinate attributes to every 
room, character and object, one could gradually migrate into such a system?  
Coordinates are all relative to a single fixed location with the z
representing elevation and assumption of rectangular rooms.  At the minimum 
adding these to rooms might produce better maps.


JL
  
-
"If I'd known it was harmless, I would have killed it myself"
*- Through a Scanner Darkly - PKD -*

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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="01205" HREF="msg01205.html">Lorry's document on wizard-hood</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Wed 07 Jan 1970, 07:37 GMT
<LI><strong><A NAME="01197" HREF="msg01197.html">Another Introduction...</A></strong>, 
Travis S Casey <a href="mailto:casey#nu,cs.fsu.edu">casey#nu,cs.fsu.edu</a>, Wed 07 Jan 1970, 02:09 GMT
<LI><strong><A NAME="01177" HREF="msg01177.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 06 Jan 1970, 15:20 GMT
<UL>
<LI><strong><A NAME="01209" HREF="msg01209.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 05:08 GMT
</LI>
</UL>
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="01165" HREF="msg01165.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
Jon A. Lambert <a href="mailto:jlsysinc#ix,netcom.com">jlsysinc#ix,netcom.com</a>, Thu 05 Jun 1997, 09:05 GMT
</LI>
<LI><strong><A NAME="01192" HREF="msg01192.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 05 Jun 1997, 21:47 GMT
<UL>
<LI><strong><A NAME="01215" HREF="msg01215.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
clawrenc <a href="mailto:clawrenc#cup,hp.com">clawrenc#cup,hp.com</a>, Fri 06 Jun 1997, 06:11 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01225" HREF="msg01225.html">Re: [MUD-Dev] Room-based vs. coordinate-based</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Fri 06 Jun 1997, 12:30 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="01175" HREF="msg01175.html">Re: [MUD-Dev] Taming free PK</A></strong>, 
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Tue 06 Jan 1970, 15:15 GMT
</UL></BLOCKQUOTE>

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