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5462: Re: [MUD-Dev] The impact of the web on muds

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From: coder@ibm.net
Newsgroups: nu.kanga.list.mud-dev
Date: Wed, 11 Feb 98 18:03:13 -0800
References: [1]
Organization: Kanga.Nu
On 20/01/98 at 10:12 PM, "Brandon J. Rickman" <ashes@pc4.zennet.com> said:

>The point isn't to argue against graphic-based muds but rather to figure
>out how to introduce the good qualities of text muds to a 2- or 3-D mud. 
>Often 3D designers use level of detail (LOD) to "simplify" objects that
>may be far away from the user.  It is a practical concern: too many
>polygons will slow down the graphics, and since things in the distance
>are so small, no one will notice or care if they have less  detail.  But
>why "things in the distance" and not "things of no current interest"?

Problem: "Ooo!  That object is show with a high detail level: there must
be something interesting about it that will help me in the game." and
variations.  The other big problem is that "interest" is defined by
intent, and intent is a really dicey thing to have a game attempt to
determine (tho I'm going to try it).

--
J C Lawrence                               Internet: claw@null.net
----------(*)                              Internet: coder@ibm.net
...Honourary Member of Clan McFud -- Teamer's Avenging Monolith...