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<H1>[MUD-Dev] Re: PK and my "Mobless MUD" idea</H1>
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<LI><em>To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Subject</em>: [MUD-Dev] Re: PK and my "Mobless MUD" idea </LI>
<LI><em>From</em>: J C Lawrence <<A HREF="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</A>></LI>
<LI><em>Date</em>: Fri, 01 May 1998 14:38:34 -0700</LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
<LI><em>Sender</em>: "Petidomo List Agent -- Kanga.Nu version" <<A HREF="mailto:petidomo#kanga,nu">petidomo#kanga,nu</A>></LI>
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<PRE>
On Tue, 28 Apr 1998 22:13:57 -0700
John Bertoglio<alexb#internetcds,com> wrote:
> However, when you drill down inside a meta area, I think the
> traditional mud room concept works well. I don't want to be
> constrained by reality if it gets into the way of game play and
> world building. Say a town has 100 player dwellings. If you mapped
> it out carefully, you would find that the town's walls were
> full. Pop up a menu and, poof, there are now 50 more homes inside
> the same space. (Bad example, but you get the idea).
Do a hunt thru the archives and dig out the various posts I mad about
coordinate systems and nested domains. Essentially I have a model
which allows for recusrively nested coordinate systems with define
border mapping between systems. It works rather nicely.
I'll try and dig up the relevant posts and re-discuss if there's
interest.
--
J C Lawrence Internet: claw#null,net
(Contractor) Internet: coder#ibm,net
---------(*) Internet: claw#under,engr.sgi.com
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...
--
MUD-Dev: Advancing an unrealised future.
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<LI><STRONG><A NAME="00226" HREF="msg00226.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></STRONG>
<UL><LI><EM>From:</EM> "John Bertoglio" <alexb#internetcds,com></LI></UL></LI>
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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><STRONG>[MUD-Dev] Re: PK and my "Mobless MUD" idea</STRONG>, <EM>(continued)</EM>
<ul compact>
<ul compact>
<ul compact>
<LI><strong><A NAME="00316" HREF="msg00316.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
Adam Wiggins <a href="mailto:adam#angel,com">adam#angel,com</a>, Sat 02 May 1998, 00:54 GMT
<UL>
<LI><strong><A NAME="00324" HREF="msg00324.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
Marian Griffith <a href="mailto:gryphon#iaehv,nl">gryphon#iaehv,nl</a>, Sat 02 May 1998, 10:23 GMT
</LI>
</UL>
</LI>
</ul>
</ul>
<LI><strong><A NAME="00226" HREF="msg00226.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Wed 29 Apr 1998, 05:12 GMT
<UL>
<LI><strong><A NAME="00231" HREF="msg00231.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
Caliban Tiresias Darklock <a href="mailto:caliban#darklock,com">caliban#darklock,com</a>, Wed 29 Apr 1998, 05:45 GMT
</LI>
<LI><strong><A NAME="00305" HREF="msg00305.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Fri 01 May 1998, 21:39 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00229" HREF="msg00229.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
John Bertoglio <a href="mailto:alexb#internetcds,com">alexb#internetcds,com</a>, Wed 29 Apr 1998, 05:27 GMT
</LI>
<LI><strong><A NAME="00232" HREF="msg00232.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Wed 29 Apr 1998, 06:02 GMT
</LI>
<LI><strong><A NAME="00307" HREF="msg00307.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Fri 01 May 1998, 22:13 GMT
<UL>
<LI><strong><A NAME="00332" HREF="msg00332.html">[MUD-Dev] Re: PK and my "Mobless MUD" idea</A></strong>,
Dr. Cat <a href="mailto:cat#bga,com">cat#bga,com</a>, Sat 02 May 1998, 21:34 GMT
</LI>
</UL>
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</UL></BLOCKQUOTE>
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