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<H1>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI>
<LI><em>Subject</em>: Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</LI>
<LI><em>From</em>: "Brian Price" <<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>></LI>
<LI><em>Date</em>: Mon, 1 Sep 1997 00:00:59 +0000</LI>
<LI><em>Comments</em>: Authenticated sender is <blprice#bedford,net></LI>
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<PRE>
> Date: Sun, 31 Aug 1997 20:15:39 PST8PDT
> From: Jeff Kesselman <jeffk#tenetwork,com>
> At 06:36 PM 8/31/97 PST8PDT, Brian peirce wrote:
<snip>
> >> Date: Sun, 31 Aug 1997 16:16:13 PST8PDT
> >> From: Jeff Kesselman <jeffk#tenetwork,com>
> >> At 04:06 PM 8/31/97 PST8PDT, Brian peirce wrote:
<snip of problem definition,etc >
> >Assuming that the entire (for lack of a better word) section was
> >generated at the same time and the random generator was unique to the
> >generating thread, yes the storage of the seed or starting state of
> >the generator along with the set of player affected objects in the
> >section would suffice. However I fear that we are merely applying a
> >constant divisor to a problem that has no upper bound.
>
> Hmm yo uare sassumoing I THINK that enw seeds get generated and need to be
> stored as "existing". Iw as thinking more the idea that givn ANY spatial
> coord you do a first pseudo random off that seed and sue that value to
> determine IF there is a planet there, then you do subsequent psuedo randoms
> on teh same seed to populate it.
>
> The existance/nonexistance of the planet is thus implivit in the coord and
> needs no planetary catalog.
>
> Does that sovle your problem?
In short, _YES_! :) That is a brilliant solution to an otherwise
rather intractable problem.
Now all that is left is the design of the generator. I'll have to
think about it for a while, I'm still a bit shocked by your solution.
Brian Price aka Delver <blprice#bedford,net>
Brian Price
<blprice#bedford,net>
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<li><strong><A NAME="00998" HREF="msg00998.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>
<ul compact><li><em>From:</em> Miroslav Silovic <silovic#helga,zesoi.fer.hr></li></ul>
<li><strong><A NAME="00933" HREF="msg00933.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>
<ul compact><li><em>From:</em> Jeff Kesselman <jeffk#tenetwork,com></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00930" HREF="msg00930.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:14 GMT
</LI>
<LI><strong><A NAME="01012" HREF="msg01012.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Shawn Halpenny <a href="mailto:malachai#iname,com">malachai#iname,com</a>, Tue 02 Sep 1997, 16:12 GMT
</LI>
<LI><strong><A NAME="00929" HREF="msg00929.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>,
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 02:48 GMT
<UL>
<LI><strong><A NAME="00971" HREF="msg00971.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>,
Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Mon 01 Sep 1997, 21:41 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00932" HREF="msg00932.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Brian Price <a href="mailto:blprice#bedford,net">blprice#bedford,net</a>, Mon 01 Sep 1997, 03:43 GMT
<UL>
<LI><strong><A NAME="00933" HREF="msg00933.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Jeff Kesselman <a href="mailto:jeffk#tenetwork,com">jeffk#tenetwork,com</a>, Mon 01 Sep 1997, 03:51 GMT
<UL>
<LI><strong><A NAME="01009" HREF="msg01009.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Nathan Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Tue 02 Sep 1997, 10:51 GMT
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</UL>
</LI>
<LI><strong><A NAME="00998" HREF="msg00998.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></strong>,
Miroslav Silovic <a href="mailto:silovic#helga,zesoi.fer.hr">silovic#helga,zesoi.fer.hr</a>, Tue 02 Sep 1997, 09:13 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00935" HREF="msg00935.html">Re: [MUD-Dev] Hard Sci-fi Muds was Character Evolution</A></strong>,
Travis Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Mon 01 Sep 1997, 04:41 GMT
</LI>
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