[MUD-Dev] Player malleable worlds (wasexpectedvalue and standarddeviation)
Travis Nixon
tnixon at avalanchesoftware.com
Thu Sep 18 10:28:26 CEST 2003
John Buehler wrote:
> Adam M writes:
>> John Buehler wrote:
>>> My current thought is to define object classes and derive the
>>> exact properties of the members of the class based on a seed
>>> value. A simple use of the seed value is to prime a stable
>>> pseudo-random number generator for the various parameters of the
>>> class member. But the point here is that the network sees the
>>> class identifier and the seed value of the member. The client
>>> generates as much of the member's data as is needed for the task
>>> at hand.
>> A nice idea. Did you invent it yourself, or follow a text on
>> compression? From an entropy / information-coding perspective, I
>> think it's a fairly standard form of compression.
> This is adapted from a fractal terrain program that I've been
> working on. In order to communicate the terrain to the client I
> could either pump the polygons over, pump a height map over, or
> pump a number of control values that let the client do the
> computation itself. And yes, it's clearly a compression
> technique.
It is also exactly how randomly generated items are handled in
Diablo, if I'm not mistaken.
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