August 1997
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Jon A. Lambert
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Richard Woolcock
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features coder@ibm.net
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Brandon Cline
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features Koster, Raph
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Matt Chatterley
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features clawrenc@cup.hp.com
- New Topic: Butthead features Martin Keegan
- New Topic: Butthead features Jeff Kesselman
- New Topic: Butthead features Adam Wiggins
- New Topic: Butthead features clawrenc@cup.hp.com
- PirateMUD and CSL Niklas Elmqvist
- PirateMUD and CSL Chris Gray
- PirateMUD and CSL Koster, Raph
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL Jon A. Lambert
- PirateMUD and CSL clawrenc@cup.hp.com
- PirateMUD and CSL clawrenc@cup.hp.com
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Cynbe ru Taren
- Sparse Arrays and co-ordinate based worlds Michael Hohensee
- Sparse Arrays and co-ordinate based worlds Shawn Halpenny
- Sparse Arrays and co-ordinate based worlds clawrenc@cup.hp.com
- Graphic MUDS/perspectives Koster, Raph
- Ultima Online/Generalized AI Koster, Raph
- Reputation, was butthead features Koster, Raph
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Koster, Kristen
- Reputation, was butthead features Jeff Kesselman
- Reputation, was butthead features Adam Wiggins
- Graphic MUDS/perspectives Jeff Kesselman
- Generalized AI Resend Koster, Raph
- Generalized AI Resend clawrenc@cup.hp.com
- Interview with Richard Bartle clawrenc@cup.hp.com
- Generalized AI last try! Koster, Raph
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Chris Gray
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Jon Leonard
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Jeff Kesselman
- Spellcaster, or Waving Hands Chris Gray
- Spellcaster, or Waving Hands Michael Hohensee
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Cynbe ru Taren
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Richard Woolcock
- Spellcaster, or Waving Hands clawrenc@cup.hp.com
- Spellcaster, or Waving Hands Nathan Yospe
- Mud Languages Greg Munt
- MUD languages Chris Gray
- MUD languages clawrenc@cup.hp.com
- Mud Languages Chris Gray
- Mud Languages Nathan Yospe
- Mud Languages Chris Gray
- Mud Languages Greg Munt
- Mud Languages Captain Burrito
- Mud Languages Miroslav Silovic
- Mud Languages Cynbe ru Taren
- Mud Languages Jeff Kesselman
- Mud Languages Chris Gray
- Mud Languages clawrenc@cup.hp.com
- Mud Languages coder@ibm.net
- Mud Languages Jeff Kesselman
- Mud Languages clawrenc@cup.hp.com
- sorry, cut off, was PirateMUD and CSL Koster, Raph
- Introduction Dan Armstrong
- Introduction clawrenc@cup.hp.com
- Introduction John G.
- Introduction clawrenc@cup.hp.com
- Introduction Dan Armstrong
On Wednesday, August 13, 1997, clawrenc@cup.hp.com wrote:
>
> In <199708080243.QAA24348@mail.pixi.com>, on 08/07/97
> at 09:38 PM, "Dan Armstrong" <orion@pixi.com> said:
>
> >I would like to finally introduce myself.
>
> Welcome. (Tardy I know)
>
> >For storing objects I use a tree that is twenty levels high, based on
> >the following pattern. Each level in the tree, except for the last,
> >holds four smaller pieces of the tree. If any of those four are
> >null, then there aren't any objects in the area covered by that
> >piece. The last level in the tree is either null if nothing is
> >there, or points to the head object of a linked list of every item
> >that is at that location.
>
> What do you do when Bubba dumps 50,000 individual pieces of gold,
> pebbles etc all at the same location? Have a lost 50,000 items long?
Gold already clumps together. It would be stored as one object of gold
containing 50,000 pieces. I will code other small objects which don't
need any individuality in a similar manner. In the event that Bubba
does manage to find enough objects to get 50,000 objects in one place,
then I will have a linked list of 50,000 items to go through.
I am considering having a maximum amount of objects at any given
location. Maybe I could make it so if you stack too much stuff in
one place, it falls to the sides. In any event, I would like to see Bubba
gather enough objects to cause mischief. If he does, the database
as is will suffer.
> >Open areas are compressed well by the database, as are groups of
> >objects. I've discovered ways of efficiently handling sound and
> >finding all objects within a given area, but what I am currently
> >working on is figuring out how the look command will work.
>
> >Every Living has a minimum size of object that they can see, a
> >maximum distance they can see, and a height for their point of view.
>
> Ergo Bubba can't see mount Kraktoa erupting if it just beyond his
> vision range? Wouldn't it make more sense to have the CanISeeIt()
> function use a perspective scale such that the size of object/event
> available to be seen ranges from very tiny close up to huge at great
> distances?
I'm trying to decide on a way to reduce the area of searching for objects
that Bubba might be able to see. I was thinking of the sight distance
as being a horizon for the look processing.
> >If I am three feet tall, and you are six, you will be able to see
> >over a five foot wall, while I cannot. If you lift me up, then I can
> >see over. If a dragon is flying 100 meters in the air, and I am
> >three feet tall, stepping right up to the wall I will not see the
> >dragon flying. If I then take a couple steps back from the wall, I
> >will see the dragon flying beyond the wall.
>
> How do you determine the fact of visual obstruction?
>
>
> How about the case (mapped from overhead):
>
> Z
> Q
> ############################
>
> X Y
>
> The #'s are an infinitely high opaque wall.
>
> Z is a dragon.
>
> X is a player who should be able to just see a fragment of the
> dragon (not all) about the end of the wall.
>
> Y can't see the dragon at all as the wall hides it.
> The dragon can just see X's head.
> The dragon can't see Y.
>
> Now how about if the wall is translucent:
>
> Q can see both X and Y dimly thru the wall.
> Z of course can see Q.
> X and Y can't see Q.
>
> Next up is transparent.
I am trying not to be too exact. I should be able to get the effects of
hiding behind objects without determining how much of the object is
visible. For simplicity, I am saying that if any part of an object is
visible, then the whole object is visible.
I haven't even considered transparency. If I were to support it, I would
have it be a characteristic of the object which would determine whether
to have it block vision behind it. Similar to invisibility, but the object
itself
is still seen.
> >The processing of objects and their positions is not a big problem...
>
> Curious: How do you do your range generation? How do you determine
> what objects to exclude on the basis of visual interference? Ray
> tracing?
The actual coordinates of objects are not stored on the object, but instead
they are calculated from the database. While searching from largest to
smallest contained squares, the routines which find the objects keep
track of the positions of the objects found. At that point, there is a
collection of objects and their current coordinates. From there it is
a little Pythagoras, and the range is done.
If the absolute coordinate of a single object is desired, it can be
determined by looking back up from smallest to largest containing
squares. Rather easy because each step up determines one
bit of the x and y coordinates, to end up with the full 20 bit coordinate.
To determine which objects to exclude do to visual interference, I am
taking the approach that the players vision is a single plane. I start
with the closest objects and work my way outward, marking off the
area of the players plane of vision that is used. All objects will
be handled rectangularly, for calculations sake. An object will be
seen if at least one point of the players vision plane is referencing
that object. The definition of the vision plane will determine how
much processing will be required and how exact the representation
of the objects will be.
I intend on the client doing the work of converting objects and
positions into intelligent English, but I need to do some checking
server-side in order to not send too much information across the
network.
> >...but how to give the player an intelligent description of what they
> >see is difficult. I could simply list everything from closest to
> >farthest, but that would not be very intelligent.
>
> Order the list of ranged objects by range, group them with the list by
> proximity, group the proximate groups by angular visual proximity (ie
> direction), order the resultant groups by interest level (volcanoes
> are interesting, fleas farting are not), cut off all groups beneath a
> minimum interest level, generate text moving from the highest interest
> group on down.
I believe that John G has already posted mentioning that we might use
slightly different font sizes to represent the importance of the
information. In any event, things will need a measure of importance,
so a player does type look and see something like:
You see a wide river running down the side of a snow covered
mountain. A small rodent is nibbling on some acorns, a bumblebee
is flying near a flower and a giant spider is scurrying towards you.
Every aspect of looking is still being thought out. Nothing has been put
to code or is set in stone. I am still looking for what approach will lead
to a playable game. One which is not too slow or too detailed in listing
objects, but does not leave out relevant information.
Dan - Introduction clawrenc@cup.hp.com
- Introduction Michael Hohensee
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) ##Make Nylander
- Mud Languages (Introesque) Nathan Yospe
- Quad-trees/Oct-trees Michael Hohensee
- Quad-trees/Oct-trees Dan Armstrong
- node-based 3D coord systems Nathan Yospe
- Signing off... Brandon Van Every
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Greg Munt
- The 'Socialiser' problem Nathan Yospe
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem Chris Gray
- The 'Socialiser' problem Jeff Kesselman
- The 'Socialiser' problem Miroslav Silovic
- The 'Socialiser' problem Martin Keegan
- The 'Socialiser' problem Matt Chatterley
- The 'Socialiser' problem clawrenc@cup.hp.com
- Release out! Chris Gray
- Dots in a name? Martin Keegan
- Dots in a name? Chris Gray
- Dots in a name? Matt Chatterley
- Dots in a name? Martin Keegan
- Dots in a name? Matt Chatterley
- Dots in a name? clawrenc@cup.hp.com
- Languages: "strong" vs "weak" Chris Gray
- porting question Chris Gray
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Matt Chatterley
- New to this mailing list Richard Woolcock
- New to this mailing list Chris Gray
- New to this mailing list Marian Griffith
- New to this mailing list Martin Keegan
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jeff Kesselman
- New to this mailing list Caliban Tiresias Darklock
- New to this mailing list Jon A. Lambert
- New to this mailing list Jeff Kesselman
- New to this mailing list Jon A. Lambert
- NPC Ecologies [was 'New to this mailing list'] Greg Munt
- DemonScape clawrenc@cup.hp.com
- Evolution of The Mud Tree Greg Munt
- OT: Invite Batzing? clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- New Topic: ButtheadS and Jurisprudance Jeff Kesselman
- New Topic: ButtheadS and Jurisprudance clawrenc@cup.hp.com
- Finding Space Michael Hohensee
- Finding Space Shawn Halpenny
- Finding Space Nathan Yospe
- Finding Space Chris Gray
- Finding Space Ned Lovely
- Finding Space Ned Lovely
- Finding Space Chris Gray
- Finding Space Nathan Yospe
- Finding Space Michael Hohensee
- Finding Space clawrenc@cup.hp.com
- OT: test Odysseus Laertes
- Fuzion - RPG game system Jon Lambert
- Character evolution Richard Woolcock
- Character evolution Dan Shiovitz
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Caliban Tiresias Darklock
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution clawrenc@cup.hp.com
- Character evolution Matt Chatterley
- Character evolution Caliban Tiresias Darklock
- Character evolution Matt Chatterley
- Character evolution Richard Woolcock
- Character evolution Caliban Tiresias Darklock
- Character evolution Adam Wiggins
- Character evolution Brandon J. Rickman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution Matt Chatterley
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution Koster, Raph
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution S001GMU@nova.wright.edu
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Character evolution Jon A. Lambert
- Character evolution Matt Chatterley
- Character evolution Marian Griffith
- Character evolution clawrenc@cup.hp.com
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution Caliban Tiresias Darklock
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Brandon J. Rickman
- Character evolution Richard Woolcock
- Character evolution clawrenc@cup.hp.com
- Character evolution Ola Fosheim Grøstad
- Character evolution Jon A. Lambert
- Character evolution clawrenc@cup.hp.com
- Character evolution Jon A. Lambert
- Character evolution coder@ibm.net
- Character evolution Jon A. Lambert
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- OT: test Jon A. Lambert
- Fuzion Jon A. Lambert
- (subject missing) Maddog Worlds
- Fuzion - Game System Jon A. Lambert
- Fuzion - Game System Frank Crowell
- Fuzion - Game System Jeff Kesselman
- Fuzion - Game System Jeff Kesselman
- Fuzion - Game System Jon A. Lambert
- Fuzion - Game System Jeff Kesselman
- legal mumbo jumbo Jeff Kesselman
- Bladder Control Jeff Kesselman
- Bladder Control Caliban Tiresias Darklock
- Collision Detection Cynbe ru Taren
- Looking for books... Greg Munt
- Looking for books... Jeff Kesselman
- Looking for books... Cynbe ru Taren
- Looking for books... Caliban Tiresias Darklock
- Looking for books... Jeff Kesselman
- Looking for books... Caliban Tiresias Darklock
- Looking for books... Jeff Kesselman
- Looking for books... clawrenc@cup.hp.com
- Looking for books... clawrenc@cup.hp.com
- Looking for books... coder@ibm.net
- Looking for books... Ola Fosheim Grøstad
- Looking for books... coder@ibm.net
- Looking for books... Jon A. Lambert
- Looking for books... clawrenc@cup.hp.com
- Re: Caliban Tiresias Darklock
- Character evolution Jon A. Lambert
- Character evolution Marian Griffith
- Character evolution Nathan Yospe
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution coder@ibm.net
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Jeff Kesselman
- Character evolution coder@ibm.net
- Character evolution Jeff Kesselman
- Character evolution Felix A. Croes
- Character evolution Jeff Kesselman
- Character evolution Marian Griffith
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Jeff Kesselman
- Character evolution Adam Wiggins
- Character evolution Chris Gray
- Character evolution Caliban Tiresias Darklock
- Character evolution ##Make Nylander
- Character evolution Brandon J. Rickman
- Character evolution Chris Gray
- Character evolution Nathan Yospe
- Character evolution Jeff Kesselman
- Character evolution Maddy
- Character evolution clawrenc@cup.hp.com
- Character evolution Marian Griffith
- Character evolution Marian Griffith
- Character evolution Matt Chatterley
- Character evolution Ned Lovely
- Character evolution coder@ibm.net
- Character evolution clawrenc@cup.hp.com
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution Chris Gray
- Character evolution coder@ibm.net
- Character evolution coder@ibm.net
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Travis Casey
- Character evolution clawrenc@cup.hp.com
- Character evolution The Eternal City
- Character evolution clawrenc@cup.hp.com
- Character evolution The Eternal City
- Character evolution Jon A. Lambert
- Character evolution Jeff Kesselman
- Character evolution Brian Price
- Character evolution Travis Casey
- Character evolution Jeff Kesselman
- Character evolution Nathan Yospe
- Character evolution clawrenc@cup.hp.com
- Character evolution Shawn Halpenny
- Character evolution Jeff Kesselman
- Character evolution clawrenc@cup.hp.com
- Character evolution Adam Wiggins
- Alignment Jon A. Lambert
- Alignment Richard Woolcock
- Alignment Jeff Kesselman
- Alignment Jeff Kesselman
- Alignment Jon A. Lambert
- Alignment Caliban Tiresias Darklock
- Alignment Ling
- Alignment Hans-Henrik Staerfeldt
- Alignment adam@treyarch.com
- Alignment Spin
- DESIGN: R-Trees (fwd) Greg Munt
- DESIGN: R-Trees (fwd) clawrenc@cup.hp.com
- Alignment & Introductions lapsos
- Alignment & Introductions Travis Casey
- Alignment & Introductions Matt Chatterley
- Alignment & Introductions clawrenc@cup.hp.com
- Foods (was Character evolution) Marian Griffith
- Foods (was Character evolution) Matt Chatterley
- Foods (was Character evolution) clawrenc@cup.hp.com
- Foods (was Character evolution) Matt Chatterley
- Comments on MUDs from Shadists clawrenc@cup.hp.com
- Inebriation Jon A. Lambert
- Language design Greg Munt
- Language design Jeff Kesselman
- Language design Chris Gray
- Language design clawrenc@cup.hp.com
- Language design Chris Gray
- {rape] lets drop it Jeff Kesselman
- {rape] lets drop it Alex Oren
- {rape] lets drop it Caliban Tiresias Darklock
- Invitations coder@ibm.net
- Invitations coder@ibm.net
- Poisons (was Foods) Koster, Kristen
- Poisons (was Foods) Travis Casey
- Poisons (was Foods) Matt Chatterley
- Poisons (was Foods) Jon A. Lambert
- META: Attributions and Eudora clawrenc@cup.hp.com
- META: Attributions and Eudora Jon A. Lambert
- Free DB list coder@ibm.net
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Travis Casey
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Matt Chatterley
- New topic: AI and NPCs Ola Fosheim Grøstad
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Ned Lovely
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Jeff Kesselman
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Adam Wiggins
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs Nathan Yospe
- New topic: AI and NPCs Alex Oren
- New topic: AI and NPCs Caliban Tiresias Darklock
- New topic: AI and NPCs Jon A. Lambert
- New topic: AI and NPCs coder@ibm.net
- New topic: AI and NPCs clawrenc@cup.hp.com
- New topic: AI and NPCs coder@ibm.net
- New topic: AI and NPCs Jeff Kesselman
- Re: clawrenc@cup.hp.com
- Rape Threads Nathan Yospe
- Rape Threads Jon A. Lambert
- Rape Threads Nathan Yospe
- Rape Threads Robin Carey
- Rape Threads Caliban Tiresias Darklock
- "Social control", was butthead features Koster, Raph
- "Social control", was butthead features Jeff Kesselman
- "Social control", was butthead features clawrenc@cup.hp.com
- "Social control", was butthead features Jeff Kesselman
- Character evolution [off topic] Alex Oren
- (fwd) NEW: multi-user VRML world clawrenc@cup.hp.com
- (fwd) NEW: multi-user VRML world Brandon Gillespie
- (fwd) NEW: multi-user VRML world Caliban Tiresias Darklock
- (fwd) NEW: multi-user VRML world coder@ibm.net
- MUD universe Felix A. Croes
- MUD universe Chris Gray
- MUD universe clawrenc@cup.hp.com
- MUD universe S001GMU@nova.wright.edu
- MUD universe Nathan Yospe
- MUD Universe S001GMU@nova.wright.edu
- MUD Universe Nathan Yospe
- MUD Universe S001GMU@nova.wright.edu
- MUD Universe clawrenc@cup.hp.com
- MUD universe coder@ibm.net
- MUD universe Felix A. Croes
- MUD Universe Caliban Tiresias Darklock
- MUD universe clawrenc@cup.hp.com
- MUD universe Felix A. Croes
- MUD universe Maddy
- MUD universe clawrenc@cup.hp.com
- MUD universe Felix A. Croes
- MUD universe clawrenc@cup.hp.com
- MUD universe clawrenc@cup.hp.com
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Caliban Tiresias Darklock
- MUD Design Fundamentals (Was: Looking for books...) Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for books...) Chris Gray
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) Adam Wiggins
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) coder@ibm.net
- MUD Design Fundamentals (Was: Looking for books...) Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Brian Price
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Chris Gray
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals(Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals(Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Miroslav Silovic
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for coder@ibm.net
- MUD Design Fundamentals (Was: Looking for Ola Fosheim Grøstad
- MUD Design Fundamentals (Was: Looking for Jeff Kesselman
- Re: Adam Wiggins
- Re: Marian Griffith
- Users want sexy muds, not rape... (Re:) Ola Fosheim Grøstad
- OT: Mortality coder@ibm.net
- Re:) Adam Wiggins
- Character evolution [off topic] coder@ibm.net
- Character evolution [off topic] Miroslav Silovic
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- **sigh** OOP wars and defining RDBMS Jeff Kesselman
- **sigh** OOP wars and defining RDBMS Ola Fosheim Grøstad
- Re:) Ola Fosheim Grøstad
- World full of heros Jeff Kesselman
- World full of heros Marian Griffith
- MUD Design Fundamentals (Was: Looking for books. Jon A. Lambert
- MUD Design Fundamentals (Was: Looking for books. Ola Fosheim Grøstad
- OT: Re:) Jon A. Lambert
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Jeff Kesselman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Miroslav Silovic
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Travis Casey
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Brian Price
- Hard Sci-fi Muds was Character Evolution Adam Wiggins
- Hard Sci-fi Muds was Character Evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Shawn Halpenny
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Nathan Yospe
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Jon A. Lambert
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Brandon J. Rickman
- Hard Sci-fi muds was Character evolution Adam Wiggins
- Hard Sci-fi muds was Character evolution clawrenc@cup.hp.com
- Hard Sci-fi muds was Character evolution Matt Chatterley
- Hard Sci-fi muds was Character evolution Chris Gray
- Hard Sci-fi muds was Character evolution Brian Price
- Hard Sci-fi muds was Character evolution Chris Gray
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Brian Price
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Travis Casey
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Michael Hohensee
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Jeff Kesselman
- Modeling spells/skills as collections of affects Matt Chatterley
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Maddy
- Modeling spells/skills as collections of affects Shawn Halpenny
- Modeling spells/skills as collections of affects Adam Wiggins
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Travis S. Casey
- Modeling spells/skills as collections of affects Caliban Tiresias Darklock
- Modeling spells/skills as collections of affects Nathan Yospe
- Modeling spells/skills as collections of affects Jon A. Lambert
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com
- Modeling spells/skills as collections of affects Dan Shiovitz
- Modeling spells/skills as collections of affects clawrenc@cup.hp.com