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7861: [MUD-Dev] Re: DBMS in MU*'s
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From: Chris Gray <cg@ami-cg.GraySage.Edmonton.AB.CA>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 20 Jul 1998 19:36:12 -0600
Organization: Kanga.Nu
[s001gmu@nova.wright.edu (Greg):]
>Short of some titanic force, no unaided mortal will break the axe head,
>but the handle is quite breakable. Now, another can of worms is opened
>when I ask, "uh.. what happens to the handle? is it 2 distinct 'broken
>wooden axehandle' objects?" I choose not to address that, atm. :) Words
>of wisdom from the peanut gallery?
You mean like, allowing disassembly being the first step, and breakage
being the second step of a infinite path leading nowhere? :-) You either
have to stop somewhere, fake it, or get generic. The game value of
allowing assembly/disassembly can be good. The game value of allowing
that kind of breakage is likely less generally useful (how is it better,
for the game, than just ending up with a single "broken axe handle"?)
If you want to go that path, consider modelling the axe handle as a
rough cylinder of given dimensions. Breaking it produces a pair of
rougher cylinders of appropriate dimensions. The breakability of a piece
of wood is related to its smallest dimension (unless of course you want
to get into issues of wood-grain).
--
Chris Gray cg@ami-cg.GraySage.Edmonton.AB.CA