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<H1>Re: [MUD-Dev] Unique items</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] Unique items </LI>
<LI><em>From</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
<LI><em>Date</em>: Mon, 23 Feb 98 10:55:06 -0800</LI>
<LI><em>Reply-to</em>: <A HREF="mailto:coder#ibm,net">coder#ibm,net</A></LI>
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<PRE>
On 20/02/98 at 12:21 AM, Mike Sellers <mike#online-alchemy,com> said: >At
10:06 PM 2/18/98 PST8PDT, coder#ibm,net wrote:
>>On 16/02/98 at 02:25 PM, cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)
>>said: >[Chris L:]
>>I've spent most of the last 48hours working this one over. Its possible,
>>its a data structure nightmare, but it can be done given enough horsepower
>>(and it will need a lot of horsepower).
>I'm not so sure. I'm fairly close to completing a prototype along these
>lines. I hate to dangle this one out there, but I can't say a lot more
>just yet. If it continues to work, it should be pretty interesting. And
>the map is, well, big.
How much (in the sense of detail depth) of the world are you making
dynamically generated?
>>The key datum however is that an area containing (or percieved by) a
>>self-realising object can't be torn down, whereas an area not containing
>>only self-ignorant objects can been freely torn down and rebuilt without
>>impact (presuming your rebuild and prediction tools are good enough)
>Yes, this is key.
The excessively nasty aspect of this are indirectly reaslising objects:
-- Bubba leaves a running video camera in the haunted house and then
leaves for the next country.
-- Bubba places a boulder precariously at the top of a cliff with a
string tied to the stick preventing it from falling down the cliff. He
then travels a *large* distance away, goes to sleep, and pulls the string
on waking. On return tot he cliff, what does he see?
-- Same scenario, but no string, and magic is used to remove the stick.
-- Same scenario except a carefully positioned magifying glass uses
sunlight to set fire to the stick.
-- Same scenario except that a trip wire stretched across a cave mouth
is tripped by a bear leaving its cave a 6 months later after hibernating.
>>...I think I'm going to try this. _BUT_, I'll use a mostly
>>persistant world (fixed terrain, mostly fixed resource maps, fixed major
>>objects etc), and the make the chaff dynamic.
>Good luck! Who knows, maybe this is the wave of the future. :)
I suspect in essence it is if only from a computational standpoint: the
macro-world will be constant, tracked, and deterministic. Only the
micro-world will be dynamic, fractalist, and uncertain.
How about the argument that this is precisely how reality really works?
We're not too too far from a (very) macro form of quantum mechanics.
--
J C Lawrence Internet: claw#null,net
----------(*) Internet: coder#ibm,net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
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<li><strong><A NAME="00568" HREF="msg00568.html">Re: [MUD-Dev] Unique items</A></strong>
<ul compact><li><em>From:</em> Nathan F Yospe <yospe#hawaii,edu></li></ul>
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<LI><STRONG><A NAME="00532" HREF="msg00532.html">LDMs (large dynamic maps) was Re: [MUD-Dev] Unique items</A></STRONG>
<UL><LI><EM>From:</EM> Mike Sellers <mike#online-alchemy,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Dynamic Loading of Modules</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00806" HREF="msg00806.html">Dynamic Loading of Modules</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Sat 21 Mar 1998, 10:05 GMT
</LI>
</ul>
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</LI>
<LI><strong><A NAME="00532" HREF="msg00532.html">LDMs (large dynamic maps) was Re: [MUD-Dev] Unique items</A></strong>,
Mike Sellers <a href="mailto:mike#online-alchemy,com">mike#online-alchemy,com</a>, Fri 20 Feb 1998, 08:16 GMT
<UL>
<LI><strong><A NAME="00538" HREF="msg00538.html">Re: [MUD-Dev] Unique items</A></strong>,
The Eternal City <a href="mailto:eternal#eternal,eternal-city.com">eternal#eternal,eternal-city.com</a>, Fri 20 Feb 1998, 14:27 GMT
<UL>
<LI><strong><A NAME="00566" HREF="msg00566.html">Re: [MUD-Dev] Unique items</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 19:22 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00563" HREF="msg00563.html">Re: [MUD-Dev] Unique items</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 19:12 GMT
<UL>
<LI><strong><A NAME="00568" HREF="msg00568.html">Re: [MUD-Dev] Unique items</A></strong>,
Nathan F Yospe <a href="mailto:yospe#hawaii,edu">yospe#hawaii,edu</a>, Mon 23 Feb 1998, 20:11 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00528" HREF="msg00528.html">[MUD-Dev] Re: Version Control (was: DBs and Events)</A></strong>,
Raph & Kristen Koster <a href="mailto:koster#eden,com">koster#eden,com</a>, Wed 18 Feb 1998, 19:28 GMT
<UL>
<LI><strong><A NAME="00559" HREF="msg00559.html">Re: [MUD-Dev] Re: Version Control (was: DBs and Events)</A></strong>,
coder <a href="mailto:coder#ibm,net">coder#ibm,net</a>, Mon 23 Feb 1998, 17:31 GMT
</LI>
</UL>
<UL>
<li><Possible follow-up(s)><br>
<LI><strong><A NAME="00561" HREF="msg00561.html">Re: [MUD-Dev] Re: Version Control (was: DBs and Events)</A></strong>,
Felix A. Croes <a href="mailto:felix#xs1,simplex.nl">felix#xs1,simplex.nl</a>, Mon 23 Feb 1998, 18:19 GMT
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>
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