[MUD-Dev] Rooms, 3D arrays, etc.
Michael Hohensee
michael at sparta.mainstream.net
Thu May 29 16:58:41 CEST 1997
On Wed, 28 May 1997 clawrenc at cup.hp.com wrote:
> >On Sun, 25 May 1997 coder at ibm.net wrote:
> Very space wasteful -- most of those pointers will be NULL. Why not
> have a simple array of unsigned chars for the terrain, using the 255
> value as a flag. If the value is 255, instead use those coordinates
> as an offset into a sparse array to get the pointer value, if its not
> 255 the char value is the terrain type.
>
> Additionally this allows you to compress the terrain array as above.
>
Heh, you know, I actually had just this idea driving home from school
yesterday. Except I'd planned on zero being the starting number. :)
> >> The problem here is preserving state changes at the various "time
> >> levels". Consider the cimple form of two players crossing the same
> >> ocean. Bubba crossed two hours ago IRL, and Boffo is crossing right
> >> now. If you go for the 4'th D == time, then you should be able to
> >> move some distance in the 4th D and find Bubba still crossing the
> >> ocean (even if you can't interact with him for obvious reasons).
>
> >Well, you could always come up with some arbitrary rule which
> >prevents this. Say that due to the laws of physics/magic, you can
> >only travel in time in 100 year intervals. And each universe is
> >moving forward in time at the same rate. So in the year 101, you
> >could go back to the year 1, but in the year 102 you could only go
> >back to year 2.
>
> So, after sufficient time has passed in the game, shouldn't you be
> able to see Bubba passing there 100 years ago? There are other forms
> of this question you'll also need to account for.
Heh, okie, increase the time differential. Say about 1,000,000 years. :)
>
> >It would take a rather determined player to prove your universe
> >inconsistent. :)
>
> You'd be surprised.
>
If anybody sat down after one million years of game-time and complains
that he didn't see his friend Bubba go by, I might just swear him to
silence and give him an immort. (Such a dedicated player. ;)
Michael Hohensee
> --
> J C Lawrence Internet: claw at null.net
> (Contractor) Internet: coder at ibm.net
> ---------------(*) Internet: clawrenc at cup.hp.com
> ...Honorary Member Clan McFUD -- Teamer's Avenging Monolith...
>
>
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