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16958: Re: [MUD-Dev] Room Generation
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From: Bruce <bruce@puremagic.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Fri, 19 Jan 2001 17:08:15 -0700
References: [1] [2] <-newest
Organization: Kanga.Nu
J C Lawrence wrote:
> On Fri, 19 Jan 2001 10:22:14 -0600
> Nathanael Dermyer <NDermyer@HNTB.com> wrote:
>> What I'm wondering is if anyone has some sort of mechanism (perl
>> script, C program, VB, whatever) that will accept some sort of map
>> file and a list that defines what each map symbol means, and spews
>> out individual room files.
> I'm not aware of such a tool (we're too enarly in the technology
> curve for much standardisation). That said, its not an inherently
> difficult problem. The basic algorithm would be something like:
Tsk tsk!
On The Eternal City, we've been doing something similar for over
3 years now, with some key differences:
* We don't have room files, all objects are in a
database.
* We have a coordinate space and we define characteristics
of an area using polygons within that coordinate
space.
* We generate and destroy these rooms on the fly
to create our wilderness areas.
* We can store particular rooms if they are changed/modified
so that you can add customized content in a vast plain
or forest.
- Bruce
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