[MUD-Dev] Room-based vs. Coordinate based[Was semi-graphical muds]

Ryan Rhodes ryanshaerhodes at hotmail.com
Sun Feb 18 05:55:31 CET 2001


J C Lawrence wrote:

> I do both, simultaneously, for the same locations.  First, there are
> rooms, much as typical, except that each room is in itself a
> coordinate space (internally and externally), and each room lies
> within a coordinate space which positions it with other rooms to
> which is is related in some fashion, and there are any number of
> those coordinate space groups (ie clusters of related rooms) within
> the world.

> This is done deliberately to be able to model non-einsteinian,
> non-linear, and directionally sensitive spaces among other things,
> and yes, I play with many of the possibilities.

Do you organize your rooms into an area-like hirearchy in storage for
easy building?  If so, how do you handle areas with rooms with
overlapping coordinates.  By that I mean two rooms in two different
areas with the same coordinates.  Do you allow more recently refreshed
areas to override rooms already loaded, or do you not allow rooms
referencing the same coordinates to get stored in the first place,
reguardless of their area.

I would hate to have 50000 rooms like medievia without some kind of
partitioning, but partitioning areas into big square or cubic blobs to
avoid overlapping isn't very flexable either.

Ryan

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