[MUD-Dev] Re: Spell components, chemistry, and the like...
Thu Nov 12 05:27:09 New Zealand Daylight Time 1998
I'm wondering if an idea such as this would be useful to you:
Would it not be possible to scan the pages and have a database program
import the pages? I don't know how possible that is on a *nix station. After
reading the below reply, it was the first thing that came to mind, since I'm
using windows. I would scan the pages, import them in to Access, do my
associations and manipulations there and then program around that using it
as input. Again, I don't know how helpful, if at all, that is to you.
Although, it may parent other ideas. I remember seeing someone using
Access97 to write all his areas, mobs, and objects for use in his ROM mud.
It was quite the inspiring work to see. I wish I still had the addy to it.
Perhaps someone here has come across something like that.
side question- Does anyone know of a mud that is using neural networks
somewhere within it's game?
"ALL THINGS WHATSOEVER YOU SHALL ASK IN PRAYER, BELIEVING, YOU SHALL
RECEIVE." (MATTHEW 21:22)
"Working with morons is so frustrating." B.Lange
From: Petidomo List Agent -- Kanga.Nu version
[mailto:petidomo at kanga.nu]On Behalf Of Chris Gray
Sent: Thursday, November 12, 1998 1:07 AM
To: mud-dev at kanga.nu
Subject: [MUD-Dev] Re: Spell components, chemistry, and the like...
>Greetings again. I'm currently in the process of jotting down info on
>the periodic table, element by element to plunk into my project. I was
>wondering how one goes about finding out the properties of elements/
>compounds like above. (How do I find out say, how brittle iron is?
>Or that gold doesn't react to sulpheric acid, or whatever.)
I think to get all of that information, you might need an entire
library of chemistry and geology reference books! If you *really*
want to get into some of it, you need a "rubber bible". That's the
student name for the "Handbook of Chemistry and Physics", that was
published by the Chemical Rubber Company. I got one in my first year
of university. I don't know if they are still published, however.
You might find some in a university library, or a good high school one.
Warning: mine is nearly 3 inches of very thin paper!
"The Elements". A short paragraph on each one. Dense material.
E.g. for carbon, it includes: atomic weight 12.01115, atomic
number 6, melting point 3550C, sublimes above 3500C, boiling
point 4827C, specific gravity: amorphous 1.8 - 2.1, graphite
1.9 - 2.3, diamond 3.15 - 3.53 (depending on variety), gem
diamond 3.513 (25C). And then lots of words.
"Physical constants of inorganic compounds" (nearly 100 pages)
Columns are: name, formulae, molecular weight, crystalline form &
properties & index of refraction, density/specific gravity,
melting point, boiling point, solubility in cold & hot water & others.
"Physcial constants of minerals" (only 4-1/2 pages!)
Includes name, formula, specific gravity, hardness, crystalline
form & colour, index of refraction
"Physical constants of organic compounds" (nearly 500 pages!)
(How can you tell I don't want to work on what I should be working on?)
In other words, there is far more information than you could ever use.
I think you need to cut back on your ambitions a bit, and start with
something simple. Only put in data for things as you put sources of
those things into your world. Else you'll go insane!
Don't design inefficiency in - it'll happen in the implementation. - me
Chris Gray cg at ami-cg.GraySage.Edmonton.AB.CA
MUD-Dev: Advancing an unrealised future.
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