[DGD] Coordinate systems, absolutes v relative v octree v nada
Noah Gibbs
noah_gibbs at yahoo.com
Fri Oct 13 05:27:17 CEST 2006
Presumably you're going to wind up just having players say "what's my
location?" and give that information. So it would be enough to just have each
room have that information, because each player will be standing in the same
place when they type "location".
That doesn't guarantee conformance, but that's far and away the hardest part
of what you write below - to guarantee conformance, you'll need your builders
to supply a lot more than just "give me a room, north of this other room",
which is all you get in most MUDs. So you're going to need your builders to
enter a lot of extra information anyway...
--- Shentino <shentino at gmail.com> wrote:
> 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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