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<H1>Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</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] 3D engines for MUDs (was: The MLI Project)</LI>
<LI><em>From</em>: Michael Hohensee <<A HREF="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</A>></LI>
<LI><em>Date</em>: Thu, 19 Mar 1998 13:45:33 -0500</LI>
<LI><em>Sender</em>: <A HREF="mailto:michael#corinth,mainstream.net">michael#corinth,mainstream.net</A></LI>
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<PRE>
J C Lawrence wrote:
>
> On Thu, 26 Feb 1998 03:42:30 PST8PDT
> Niklas Elmqvist<d97elm#dtek,chalmers.se> wrote:
>
> > On Wed, 25 Feb 1998, Chris Gray wrote:
> >> [Niklas Elmqvist:]
> >>
>
> > In MCII, Bullfrog "solved" this problem by introducing two
> > heightmaps, one showing the altitude of the ground and the other for
> > the ceiling -- this was used in the underground levels. While this
> > could certainly work in a dungeon-like setting, I am much more in
> > favor of using a single heightmap (or possibly two if we want the
> > ceiling as well) and then do the objects on the map (trees,
> > buildings, vehicles, etc) as real 3D objects. This still leaves the
> > problem of having Quake-like areas which are entirely indoors.
>
> Why not make the ceiling hieghtmap very high and blue, with small
> white puffy blotches? One could even texture it with a texture map
> that changed dynamically (different base patterns) for different
> outdoor weather conditions.
Heck, why not just paste the POVRAY renderer into the system and use its
sky-sphere object? Dungeons are little holes in mountains (or whatever
your dungeon is in, and view of the sky is naturally cut off. Anywhere
that you *can* see the sky from, the sky-sphere will peek through.
I really like povray's system. All you need is one world file, and you
can
draw any scene in the game. Of course, it'd be a pain in the ass to
have to download the entire MUD upon login, or to have to get a CD-ROM
to
play the damn thing... Perhaps we can just send the client the
world-settings
and all objects within a certain radius of the viewer. This would be
fairly
network-friendly, especially if the vast majority of objects are
standardized, and could therefore be sent as names and co-ordinates.
Of course, the POVRAY renderer does take time to work, and wouldn't be
suitable for real-time graphics unless there is a way to have it lower
the
quality of the rendering to a point where it took a fraction of a second
to finish. If we're not desperate for real-time images, however, this
seems to be the logical solution.
--
Michael Hohensee michael#mainstream,net
<A HREF="http://www.geocities.com/SiliconValley/Heights/9025/">http://www.geocities.com/SiliconValley/Heights/9025/</A>
Finger me for my PGP Public Key, or use:
<A HREF="http://sparta.mainstream.net/michael/pgpkey.txt">http://sparta.mainstream.net/michael/pgpkey.txt</A>
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<li><strong><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>
<ul compact><li><em>From:</em> Miroslav Silovic <silovic#zesoi,fer.hr></li></ul>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>Re: [MUD-Dev] The MLI Project</STRONG>, <EM>(continued)</EM>
<ul compact>
<LI><strong><A NAME="00604" HREF="msg00604.html">Re: [MUD-Dev] The MLI Project</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Thu 26 Feb 1998, 07:06 GMT
<UL>
<LI><strong><A NAME="00605" HREF="msg00605.html">3D engines for MUDs (was: The MLI Project)</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Thu 26 Feb 1998, 11:43 GMT
<UL>
<LI><strong><A NAME="00771" HREF="msg00771.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 19 Mar 1998, 23:04 GMT
<UL>
<LI><strong><A NAME="00772" HREF="msg00772.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>,
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Thu 19 Mar 1998, 23:30 GMT
</LI>
<LI><strong><A NAME="00773" HREF="msg00773.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>,
Michael Hohensee <a href="mailto:michael#sparta,mainstream.net">michael#sparta,mainstream.net</a>, Thu 19 Mar 1998, 23:42 GMT
<UL>
<LI><strong><A NAME="00781" HREF="msg00781.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>,
Miroslav Silovic <a href="mailto:silovic#zesoi,fer.hr">silovic#zesoi,fer.hr</a>, Fri 20 Mar 1998, 09:01 GMT
<UL>
<LI><strong><A NAME="00786" HREF="msg00786.html">3D engines for MUDs</A></strong>,
Niklas Elmqvist <a href="mailto:d97elm#dtek,chalmers.se">d97elm#dtek,chalmers.se</a>, Fri 20 Mar 1998, 11:30 GMT
</LI>
<LI><strong><A NAME="00788" HREF="msg00788.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>,
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Fri 20 Mar 1998, 13:26 GMT
</LI>
<LI><strong><A NAME="00796" HREF="msg00796.html">Re: [MUD-Dev] 3D engines for MUDs (was: The MLI Project)</A></strong>,
Michael Hohensee <a href="mailto:michael#mainstream,net">michael#mainstream,net</a>, Fri 20 Mar 1998, 21:15 GMT
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