[MUD-Dev] Hard Sci-fi muds was Character evolution
blprice at bedford.net
Mon Sep 1 00:00:59 New Zealand Standard Time 1997
> Date: Sun, 31 Aug 1997 20:15:39 PST8PDT
> From: Jeff Kesselman <jeffk at tenetwork.com>
> At 06:36 PM 8/31/97 PST8PDT, Brian peirce wrote:
> >> Date: Sun, 31 Aug 1997 16:16:13 PST8PDT
> >> From: Jeff Kesselman <jeffk at tenetwork.com>
> >> At 04:06 PM 8/31/97 PST8PDT, Brian peirce wrote:
<snip of problem definition,etc >
> >Assuming that the entire (for lack of a better word) section was
> >generated at the same time and the random generator was unique to the
> >generating thread, yes the storage of the seed or starting state of
> >the generator along with the set of player affected objects in the
> >section would suffice. However I fear that we are merely applying a
> >constant divisor to a problem that has no upper bound.
> Hmm yo uare sassumoing I THINK that enw seeds get generated and need to be
> stored as "existing". Iw as thinking more the idea that givn ANY spatial
> coord you do a first pseudo random off that seed and sue that value to
> determine IF there is a planet there, then you do subsequent psuedo randoms
> on teh same seed to populate it.
> The existance/nonexistance of the planet is thus implivit in the coord and
> needs no planetary catalog.
> Does that sovle your problem?
In short, _YES_! :) That is a brilliant solution to an otherwise
rather intractable problem.
Now all that is left is the design of the generator. I'll have to
think about it for a while, I'm still a bit shocked by your solution.
Brian Price aka Delver <blprice at bedford.net>
<blprice at bedford.net>
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