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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>: Miroslav Silovic <<A HREF="mailto:silovic#helga,zesoi.fer.hr">silovic#helga,zesoi.fer.hr</A>></LI>
<LI><em>Date</em>: Tue, 2 Sep 1997 11:04:37 +0200 (MET DST)</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:silovic#srce,hr">silovic#srce,hr</A></LI>
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<PRE>
> > 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>
Actually this is a standard technique in computer graphics, normally used
to generate procedural textures. In fact, you can look up a bunch of texts
on computer graphics dealing with generating randomized spatial distributions
with required properties. I posted a simple coordinate mingler to this
list some time ago, I think Chris might have it archived (I use the same
code in my raytracer, and it looks... random. :) )
Miro
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<LI><STRONG><A NAME="00932" HREF="msg00932.html">Re: [MUD-Dev] Hard Sci-fi muds was Character evolution</A></STRONG>
<UL><LI><EM>From:</EM> "Brian Price" <blprice#bedford,net></LI></UL></LI>
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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>
<ul compact>
<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
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<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
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</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>
<LI><strong><A NAME="00938" HREF="msg00938.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, 05:49 GMT
</LI>
<LI><strong><A NAME="00968" HREF="msg00968.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, 21:03 GMT
</LI>
<LI><strong><A NAME="00977" HREF="msg00977.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, 23:32 GMT
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