[MUD-Dev] RP thesis...
malachai at iname.com
Fri May 30 13:38:19 New Zealand Standard Time 1997
Marian Griffith wrote:
> On Wed 28 May, Adam Wiggins wrote:
> > [Marian:]
> > > Why not make the ashes of that bonfire a very real object in that
> > > area that will be present in the room every time that room is re-
> > > created. Of course you also have to make it decay over time but
> > > that's something I find in most muds anyway.
> > Right. The trick is, of course, that you just store a general description
> > of the world (things like terrain and elevation), and then *changes* to
> > that. Things like tracks, campfires, objects on the ground, sigils
> > carved in trees, local mana depletions, and so on are stored as lists
> > rather than arrays. If you only have one campfire, you only have one
> > item in the list. [etc snipped]
> I'm not sure I follow this all, but my simplistic idea would be to have
> a list for 'the forest of green shadows' and another list for 'the
> mountains of sorrow'. That should allow more special objects to be kept.
> And if that's not enough you can further subdivide the forest and the
> mountains until you have a manageable number of objects in each location
> in the world, right?
Fundamentally, the abstraction of what you're describing and how things
R*-trees and the like are implemented are similar, so you're probably
following just fine :-) Sure there are gory implementation details, but
subdividing the forest and the mountains to achieve greater levels of
detail where necessary is
the underlying principle.
"It is impossible to make anything foolproof because fools are so
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