[DGD] Coordinate systems, absolutes v relative v octree v nada

Shentino shentino at gmail.com
Fri Oct 13 03:23:01 CEST 2006


Basically, I'm trying to guarantee geometric conformance, and make it
possible to get lattitude and longitude and altitude accurately
anywhere in the game universe

On 10/12/06, Noah Gibbs <noah_gibbs at yahoo.com> wrote:
>  Any flaws around this are going to be in the interface to it, not so much in
> the coordinate system itself.  The questions that go through my mind are:
>
>  * How will you express what things look like?  Will you do a search through
> nearby nodes and show things within a certain radius?
>
>  * How will players move?  How will movement through sub-nodes and running
> into walls be handled?  Having the players give turns and coordinates in text
> mode sucks.  If you just do "move toward <blah>" 95% of the time, there's no
> reason to bother with real coordinates - Skotos-style proxes will work much
> better.
>
>  * Is this not meant to be a text-mode thing?  If not, what will the interface
> to it look like?  Rendering is going to happen way more often than movement, so
> that's what should be fast.  How will you render it?  If it's text, ignore this
> question.
>
> --- Shentino <shentino at gmail.com> wrote:
>
> > I've been having internal debates about how to have coordinates set up.
> >
> > I'm thinking of this system:
> >
> > 1.  Every object has xyz coordinates relative to the northwest upper
> > corner of its container
> > 2.  Nodal containment implies complete physical containment
> > 3.  leaving or entering the physical boudns of an object results in
> > automatic reparenting.
> >
> > Anyone notice any flaws?
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>
>
>
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