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19885: Re: [MUD-Dev] Libs for 3D Client/Servers
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From: "Dave Rickey" <daver@mythicentertainment.com>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 9 Jul 2001 09:59:20 -0400
Organization: Kanga.Nu
-----Original Message-----
From: Travis Casey <efindel@earthlink.net>
> I think we have a miscommunication here -- I wasn't asking what
> you meant by hard-coding, but what you meant by "unchangeable by
> the users." Are the graphics supposed to be impossible for the
> users to change? Or is the format the game uses supposed to be
> unchangeable by the users?
The format. The graphics can be added to, modified, expanded,
whatever, but the format must remain the same.
> Neither one seems practical to me -- if the game can read and
> display the format, then someone will be able to crack it, making
> it impossible to make it so the graphics can't be changed by
> users. On the second part, there's nothing that can prevent users
> from writing conversion programs to make the game effectively be
> able to use a different file format.
Sounds great. My point is that if Joe Admin can't use Stan Artist's
fantasy dragon in an SF environment, then the graphical asset base
fractures. The whole *point* is to ensure that if someone creates a
graphical asset for the game engine, anyone can use it *without*
having to do a lot of esoteric conversion. The 70 foot Uber-Dragon
of one gameworld might be scaled down into the cat-sized newbie mob
of the next and the playable Draco race of yet another, but the
format has to remain the same for that to actually work out in
practice.
--Dave Rickey
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