[MUD-Dev] Re: 3D World Models

S. Patrick Gallaty choke at sirius.com
Wed Aug 5 09:01:47 CEST 1998


Shattered Worlds mud, the address of which I do not have 
with me - is doing something similar to this right now.
We wrote an arena combat system on EoTL for fun, 
which used positional information rather than object/room
coordinates...  
Lag sensitivity becomes very high with such a system we 
found.

-----Original Message-----
From: Leach, Brad BA <Leach.Brad.BA at bhp.com.au>
To: mud-dev at kanga.nu <mud-dev at kanga.nu>
Date: Wednesday, 05 August, 1998 01:43
Subject: [MUD-Dev] 3D World Models


>Greetings,
>
>Over the past few years, this list has seen quite a few different models
>for implementing a non-room text-based mud. Are any of these models
>being used on a mud today?
>I ask this as I am *extremely* curious to see how successful an
>implementation is. When I embarked on designing and writing a mud from
>scratch, my primary goal was to allow realistic, ranged combat in a
>3-Dimensional world. I wanted to have Bubba run up to the crest of a
>hill, crouch down, pull out a bow, and shoot Boffo, who is standing in a
>neighbouring valley. This was very much a dream, as I didn't (and
>probably still don't) have the programming knowledge/experience to code
>it up. However, after reading the archives of this list, it has become
>more of a realistic idea.
>
>Basically, I am looking for any experiences in building such a world. I
>am keen to learn from the successes and mistakes of others, with the
>ultimate goal of implementing such a system. From what I have seen in
>the archives, this list has described a number of designs that may suit
>the above scenario. Are any of these working? 
>
>If the list has had enough of 3d models, just say, and I will go back to
>my little hole. :-)
>
>Cheers,
>-Brad
>
><sig snipped>
>
>-- 
>MUD-Dev: Advancing an unrealised future.
>
>





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