[MUD-Dev] Room Generation

Bruce bruce at puremagic.com
Fri Jan 19 17:08:15 CET 2001


J C Lawrence wrote:
> On Fri, 19 Jan 2001 10:22:14 -0600
> Nathanael Dermyer <NDermyer at HNTB.com> wrote:
 
>> What I'm wondering is if anyone has some sort of mechanism (perl
>> script, C program, VB, whatever) that will accept some sort of map
>> file and a list that defines what each map symbol means, and spews
>> out individual room files.
 
> I'm not aware of such a tool (we're too enarly in the technology
> curve for much standardisation).  That said, its not an inherently
> difficult problem.  The basic algorithm would be something like:

Tsk tsk!

On The Eternal City, we've been doing something similar for over
3 years now, with some key differences:

  * We don't have room files, all objects are in a 
    database.

  * We have a coordinate space and we define characteristics
    of an area using polygons within that coordinate
    space.

  * We generate and destroy these rooms on the fly
    to create our wilderness areas.

  * We can store particular rooms if they are changed/modified
    so that you can add customized content in a vast plain
    or forest.

 - Bruce
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