[MUD-Dev] Re: Nested coorindate space model
Ling
K.L.Lo-94 at student.lboro.ac.uk
Thu May 21 18:03:03 CEST 1998
On Wed, 20 May 1998, J C Lawrence wrote:
> Given a domain which consists of several distinct lumps, the
> coordinate system ignores the "space" between the lumps. ie the space
> between the lumps as defined by the containing coordinate system is
> treated as of zero size.
Cunning, though for me, it's more of a curiosity than something I'd be
willing to implement. Can a builder switch between coord systems? Say
from cartesian to cylindrical? Or perhaps something even more bizarre,
like transformations to a Z plane:
> l
There's a huge building 100m to the right.
> turn right
There's a huge building 100m infront of you.
> walk
[pause]
There's a huge building 30m to your left.
> walk towards building
[pause]
> l
There's a huge building 150m to your right.
A modern day maze. (eek, bad game design!)
[snipped]
> Note: A specific requirement of this entire system was to be able to
> model the Tardis, the Blue Grass Path, and Vance's Big Planet (* see
> note below) as well as more mundane geometric systems.
Oh, I see...
Mundane questions coming up...
How do you define irregular domains? Lots & lots of coords?
I presume players can see across domains?
Can domains be shifted around? Say, if an earthquake struck an area.
How are overlapping domains resolved?
| Ling Lo of Remora (Top Banana)
_O_O_ Elec Eng Dept, Loughborough University, UK. kllo at iee.org
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MUD-Dev: Advancing an unrealised future.
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