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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" &lt;<A HREF="mailto:blprice#bedford,net">blprice#bedford,net</A>&gt;</LI>
<LI><em>Date</em>: Mon, 1 Sep 1997 00:00:59 +0000</LI>
<LI><em>Comments</em>: Authenticated sender is &lt;blprice#bedford,net&gt;</LI>
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<PRE>
&gt; Date:          Sun, 31 Aug 1997 20:15:39 PST8PDT
&gt; From:          Jeff Kesselman &lt;jeffk#tenetwork,com&gt;
&gt; At 06:36 PM 8/31/97 PST8PDT, Brian peirce wrote:
&lt;snip&gt;
&gt; &gt;&gt; Date:          Sun, 31 Aug 1997 16:16:13 PST8PDT
&gt; &gt;&gt; From:          Jeff Kesselman &lt;jeffk#tenetwork,com&gt;
&gt; &gt;&gt; At 04:06 PM 8/31/97 PST8PDT, Brian peirce wrote:
&lt;snip of problem definition,etc &gt; 

&gt; &gt;Assuming that the entire (for lack of a better word) section was 
&gt; &gt;generated at the same time and the random generator was unique to the 
&gt; &gt;generating thread, yes the storage of the seed or starting state of 
&gt; &gt;the generator along with the set of player affected objects in the 
&gt; &gt;section would suffice.   However  I fear  that we are merely applying a 
&gt; &gt;constant divisor to a problem that has no upper bound.   
&gt; 
&gt; Hmm yo uare sassumoing I THINK that enw seeds get generated and need to be
&gt; stored as "existing".  Iw as thinking more the idea that givn ANY spatial
&gt; coord you do a first pseudo random off that seed and sue that value to
&gt; determine IF there is a planet there, then you do subsequent psuedo randoms
&gt; on teh same seed to populate it.
&gt; 
&gt; The existance/nonexistance of the planet is thus implivit in the coord and
&gt; needs no planetary catalog.
&gt; 
&gt; 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 &lt;blprice#bedford,net&gt;
                   Brian Price
               &lt;blprice#bedford,net&gt;

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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 &lt;silovic#helga,zesoi.fer.hr&gt;</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 &lt;jeffk#tenetwork,com&gt;</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
</LI>
</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>
</ul>
</LI>
</UL></BLOCKQUOTE>

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