[MUD-Dev] Where are we now?

Bryce Harrington bryce at neptune.net
Fri May 4 23:43:52 CEST 2001


On Wed, 2 May 2001, Deidril wrote:

> If you means a full 3D environnement, then the usual $20/month
> server can't support the code for that... the computing for
> pathfinding is more costly in a 3D world than in a room based mud
> because a fight in a text mud doesn't involve moving while in
> 3d...It is where the commun mud server isn't enough.

The above is inaccurate.  The limitation for small-scale free game
providers is bandwidth driven today, rather than processor.  Also,
it's not the pathfinding algorithms that are computationally expensive
but the 3D collision detection and range trimming.  These are
solveable though (obviously.)

> More further, you don't just need a 3d engine for your client, but
> some server side code to handle moving, seeing, changing of zone,
> etc...It's not just a graphical client for a mud, it means your mud
> is designed for a graphical world, and so far, i don't know of a
> public and free codebase to do it.

There are numerous public and free 3D server codebases out there.
Pretty much all are incomplete, and only a very few are under
continuing development.  But they do exist.  I would also wager a few
would appreciate having help (coding or otherwise).

-----------------------------------------------------------------------
Bryce Harrington     bryce @ neptune . net    bryce @ world forge . com

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