March 1999
- Storytelling vs simulation, Koster, Raph
- Storytelling vs simulation, Eli Stevens {KiZurich}
- Storytelling vs simulation, Mik Clarke
- Storytelling vs simulation, J C Lawrence
- Storytelling vs simulation, Matthew Mihaly
- Storytelling vs simulation, J C Lawrence
- Storytelling vs simulation, Matthew Mihaly
- Storytelling vs simulation, Caliban Tiresias Darklock
- OT: MUSH semantics (was: Influential muds) T. Alexander Popiel
- Storytelling and Gods (fairly long) Matthew Mihaly
- Storytelling and Gods (fairly long) Koster, Raph
- Storytelling and Gods (fairly long) Matthew Mihaly
- Generic event handling Adam Wiggins
- How to support 1000+ simultaneous connections, and some philosophy. Ben Greear
- How to support 1000+ simultaneous connections, and some philosophy. Matthew D. Fuller
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Caliban Tiresias Darklock
- How to support 1000+ simultaneous connections, and some philosophy. Nathan F Yospe
- How to support 1000+ simultaneous connections, and some philosophy. Caliban Tiresias Darklock
- How to support 1000+ simultaneous connections, and some philosophy. Jason Spangler
- How to support 1000+ simultaneous connections, and some philosophy. Oliver Jowett
- How to support 1000+ simultaneous connections, and some philosophy. Oliver Jowett
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Caliban Tiresias Darklock
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Petri Virkkula
- How to support 1000+ simultaneous connections, and some philosophy. Chris Gray
- How to support 1000+ simultaneous connections, and some philosophy. Petri Virkkula
- How to support 1000+ simultaneous connections, and some philosophy. J C Lawrence
- How to support 1000+ simultaneous connections, and some philosophy. Petri Virkkula
- ADMIN: Kanga.Nu outage and other news -- please read J C Lawrence
- Elder Games Martin C Sweitzer
- Elder Games Adam Wiggins
- Elder Games Koster, Raph
- Elder Games Matthew Mihaly
- Elder Games Caliban Tiresias Darklock
- Elder Games Martin C Sweitzer
- Elder Games Matthew Mihaly
- Elder Games Kylotan
- Elder Games Caliban Tiresias Darklock
- Elder Games Kylotan
- Elder Games Koster, Raph
- Elder Games B. Scott Boding
- Elder Games Wes Connell
- Elder Games Caliban Tiresias Darklock
- Elder Games Matthew D. Fuller
- Elder Games B. Scott Boding
- Elder Games Michael Hohensee
- Elder Games Matthew Mihaly
- Elder Games Benjamin D. Wiechel
- Elder Games Chris Gray
- Elder Games Chris Gray
- Elder Games J C Lawrence
- Elder Games Nathan F Yospe
- Elder Games J C Lawrence
- Multiple clients (was How to support 1000+ simultaneous connections) Matthew D. Fuller
- Multiple clients (was How to support 1000+ simultaneous connections) Chris Gray
- Naming and Directories? Mark Gritter
- Naming and Directories? Matthew D. Fuller
- Naming and Directories? Adam Wiggins
- Naming and Directories? Hans-Henrik Staerfeldt
- Naming and Directories? Chris Gray
- Naming and Directories? Mark Gritter
- Naming and Directories? Mik Clarke
- Naming and Directories? Mark Gritter
- Naming and Directories? Nathan F Yospe
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Nathan F Yospe
- Naming and Directories? Mik Clarke
- Naming and Directories? Mark Gritter
- Naming and Directories? Jon A. Lambert
- Naming and Directories? Hans-Henrik Staerfeldt
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Chris Gray
- Naming and Directories? Caliban Tiresias Darklock
- Naming and Directories? Ben Greear
- Naming and Directories? Mik Clarke
- Naming and Directories? Chris Gray
- Naming and Directories? Chris Gray
- Naming and Directories? Chris Gray
- Naming and Directories? Jo Dillon
- Naming and Directories? J C Lawrence
- Naming and Directories? Mark Gritter
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Mark Gritter
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? Chris Gray
- Naming and Directories? J C Lawrence
- Naming and Directories? Jo Dillon
- Naming and Directories? Jay Carlson
- Naming and Directories? Jon A. Lambert
- Naming and Directories? Ola Fosheim Grøstad
- Naming and Directories? J C Lawrence
- Naming and Directories? Ola Fosheim Grøstad
- Balancing a Mud Martin C Sweitzer
- Balancing a Mud Neerenberg, AaronX
- Balancing a Mud Mik Clarke
- Balancing a Mud Martin C Sweitzer
- Multiple clients (was How to support 1000+ simultaneous connec Marc Bowden
- ADMIN: Signature length J C Lawrence
- distributed, _untrusted_ servers Oliver Jowett
- OT ADMIN: Web links to MUD-Dev J C Lawrence
- (fwd) MUD Economies J C Lawrence
- (fwd) MUD Economies J C Lawrence
- (fwd) MUD Economies J C Lawrence
- (fwd) MUD Economies J C Lawrence
- Potential New Laws Benjamin D. Wiechel
- Mud Economies (A simple idea) Wes Connell
- Self-organizing worlds (was: Elder Games) B. Scott Boding
- Self-organizing worlds (was: Elder Games) Mik Clarke
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Nicholas Lee
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) B. Scott Boding
- Self-organizing worlds (was: Elder Games) Nicholas Lee
- Self-organizing worlds (was: Elder Games) Ola Fosheim Grøstad
- Self-organizing worlds (was: Elder Games) Martin Keegan
- Self-organizing worlds (was: Elder Games) Ola Fosheim Grøstad
- Self-organizing worlds (was: Elder Games) Nicholas Lee
- Mass Creation OLC Functions (idea from Elder Games) Wes Connell
- Mass Creation OLC Functions (idea from Elder Games) Matthew Mihaly
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
- Mass Creation OLC Functions (idea from Elder Games) Matthew Mihaly
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
On Wed, 17 Mar 1999, Matthew Mihaly wrote:
:On Tue, 16 Mar 1999, Nathan F Yospe wrote:
:
:> On Tue, 16 Mar 1999, Matthew Mihaly wrote:
:> :I agree that this is potentially interesting as a theoretical example, but
:> :those sort of areas sound AWFULLY boring to play in. It'd be like making a
:> Yeesh! Doesn't *anyone* read the archives first anymore? OK, I think the
:> old champion of the world generator had better step in once again. There
:> is nothing in those traditional Diku/LP descriptions a good program (I'm
:> refering to my own) can't match or better. A book? Maybe not. Certainly,
:> There are a few test clips from a (partially) autogenerating engine from
:> one of my earlier versions in there...
You didn't read the archives yet.
:Well, traditional Diku/LP descriptions are crap. Further, we weren't just
:talking about descriptions, but about the mobiles that inhabit it, etc.
:Just making an area and unintelligently populating it with a bunch of
:goblins or whatnot is incredibly boring, imho. I think all areas should
:have a story behind them and a history, etc, else they are just boring.
:You say that a piece of software can't generate good sci-fi (I agree...a
:computer is incapable of producing any even semi-readable fiction) and I
:challenge you to write a piece of software that can generate a good area
:(ie one that has personality).
This is from before the (purely) autogenerated era, but most details and
background were autogenerated. This is all in the archives... the source
for the driver and the area source exist only on a backup tape and a Jaz
disk that might be damaged anymore. I lost a computer a while back... in
any case, this is from one of the earlier versions of Physmud, which was
on the whole embarassing:
A rocket streaks by overhead, but misses. Something explodes against the
bulkhead you are behind. The arkhen'yet captain gestures. An arkhen'yet
soldier screams in agony as Rose snaps off a burst of plasma tracers
from her plasma rifle.
> dirt captain
You are thirty meters away from a troup of several arkhen'yet soldiers,
in a spotlessly clean metal floored room... some primal instinct
suggests that you seriously reconsider trying to kick dirt in the
arkhen'yet captain's face. Kher'grrah throws a thermal grenade into the
center of the mass of arkhen'yet soldiers.
> dirt captain anyway
Against every better instinct, you dive out from behind the bulkhead and
charge several arkhen'yet soldiers, intent on kicking dirt in the face
of the arkhen'yet captain. A cold blue pain cuts through your body,
almost an ecstacy in its intensity. The world seems to fade, stretching
away... something is very, very wrong... you can't feel your body.
And another:
> look
The flat green plain stretches away into a distant ridge of hills to
your right. Sixty meters to your left, a crop of trees springs up, thick
and forbidingly twisted. The strange, flat grass crunches under your
feet, releasing a pungent scent. Ahead, thirty meters off, a twisting
blue stream makes its slow, twisting way out of the small dark forest.
Sparse clouds drift by overhead.
Something streaks by overhead with a roar. A cluster bomb explodes ten
meters off ahead to your right! A piece of turf flies by, but misses
you.
> run
You start running toward the stream.
> run forest
You turn toward the forest, running as fast as you can. A roaring sound
reaches your ears. The forest is thirty meters away. Something roars by
overhead, leaving the impression of a silver streak in your eyes. A
whistling sound reaches your ears. An impulse makes you dodge left, and
a reddish object streaks by your right ear. The missile starts to climb,
but impacts into the forest. You keep running. The forest is ten meters
away. You dodge as branch as you reach the edge of the forest. You stop,
winded, to catch your breath. You are just within the edge of a small,
gnarled forest. Ahead and to each side, crooked black branches tangle
together, making it impossible to pass without considerable effort.
Mushrooms grow out of the mulch and rot at your feet, and there is a
damp smell to the air. The sun filters through the treetops, almost
entirely gone by the time it reaches you.
> look plain
You turn around and stare out through the edge of the forest. The plain
stretches out into the distance. Far ahead, the flat green plain
stretches away into a distant ridge of hills. Thirty meters ahead and to
the left, a twisting blue stream makes its slow, twisting way out of the
small dark forest. Far off to the right, a fence surrounds a complex of
buildings.
> hold rifle
You pull your plasma rifle out of the leather holster across your back
and cradle it in your arms.
> reload rifle
The current bolt has a full charge. You don't need to reload.
> hold grenade
Shifting your plasma rifle into one hand, you detatch a sonic grenade
from the strap across your chest and prime it.
A pack of about twelve Logran drones is approaching from the direction
of the complex of buildings. They are about 300 meters away.
> focus logran
You adjust your optical cybernetics to focus on the pack of Logran
drones. There are fourteen of them. Magnification is at x300. The pack
is led by a class three hunter. The Logran drones are carrying laser
rods. The Logran hunter c3 is carrying a rail cannon. They are heading
in your direction. They are about 250 meters away.
They aren't fine literature, but I trust they are at least semi-readable
fiction. True, the first one was a nonrandom area, and the second was at
least partially planned, but the text was almost completely "generated".
More to the point, I am hard at work on a *far* more advanced version of
Physmud, based on a simulation server and a language/concept translation
client. The client, with the full resources of the host computer, does a
far better job, even in the preliminary versions, of sounding "human" in
its descriptions than that engine above ever did. Unfortunately, it does
take forever now... I will probably port it out of Java soon. Can anyone
recommend a good cross-platform C++ GUI API? Unix, Win32, (maybe) MacOS.
Maybe not because I think the mac is dead, but because I'm thinking that
anything for the mac should be Yellowbox/OPENSTEP and Posix, not carbon.
If they're going to provide the *good* tools, use 'em!
--
Nathan F. Yospe - Born in the year of the tiger, riding it forever after
University of Hawaii at Manoa, Dept of Physics, second year senior (joy)
(On Call) Associate Algorithm Developer, Textron Systems Corp, Maui Ops.
yospe#hawaii.edu http://www2.hawaii.edu/~yospe Non commercial email only - Mass Creation OLC Functions (idea from Elder Games) Ola Fosheim Grøstad
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
- Mass Creation OLC Functions (idea from Elder Games) Ola Fosheim Grøstad
- Mass Creation OLC Functions (idea from Elder Games) Nathan F Yospe
- Mass Creation OLC Functions (idea from Elder Games) Brandon A Downey
- Mass Creation OLC Functions (idea from Elder Games) Adam Wiggins
- Mass Creation OLC Functions (idea from Elder Games) Martin C Sweitzer
- Mass Creation OLC Functions (idea from Elder Games) Quzah [softhome]
- Mass Creation OLC Functions (idea from Elder Games) Richard Woolcock
- Mass Creation OLC Functions (idea from Elder Games) Chris Gray
- Mass Creation OLC Functions (idea from Elder Games) J C Lawrence
- Mass Creation OLC Functions (idea from Elder Games) Christopher Allen
- Mass Creation OLC Functions (idea from Elder Games) Matthew Mihaly
- Mass Creation OLC Functions (idea from Elder Games) Chris Gray
- Mass Creation OLC Functions (idea from Elder Games) J C Lawrence
- Mass Creation OLC Functions (idea from Elder Games) J C Lawrence
- On the topic of Mud AI Leif Hardison
- On the topic of Mud AI Nicholas Lee
- On the topic of Mud AI Andrew Norman
- Unicode, ascii and names Ola Fosheim Grøstad
- Variable-sized structures in C (was: Naming and Directories) T. Alexander Popiel
- Variable-sized structures in C (was: Naming and Directories) Ola Fosheim Grøstad
- Renaming objects. John Hopson
- Renaming objects. David Bennett
- Variable-sized structures in C (was: Naming and Directories) Petri Virkkula
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Ola Fosheim Grøstad
- online economy behavior (was: Self-organizing worlds) Robert Green
- online economy behavior (was: Self-organizing worlds) Matthew Mihaly
- online economy behavior (was: Self-organizing worlds) Adam Wiggins
- online economy behavior (was: Self-organizing worlds) Robert Green
- online economy behavior (was: Self-organizing worlds) Matthew Mihaly
- online economy behavior (was: Self-organizing worlds) Matthew Mihaly
- online economy behavior (was: Self-organizing worlds) Christopher Allen
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Koster, Raph
- Self-organizing worlds (was: Elder Games) Chris Gray
- Self-organizing worlds (was: Elder Games) Benjamin D. Wiechel
- Self-organizing worlds (was: Elder Games) Mik Clarke
- online economy behavior (was: Self-organizing worlds) Chris Gray
- OT: just a little something... Ola Fosheim Grøstad
- (fwd) implications J C Lawrence
- Downtime J C Lawrence
- Getting Started with Mud Server Stormblade
- Getting Started with Mud Server Ross Nicoll
- Getting Started with Mud Server Jim Clark
- Getting Started with Mud Server Ben Greear
- Getting Started with Mud Server Chris Gray
- Getting Started with Mud Server Jo Dillon
- Getting Started with Mud Server Hans-Henrik Staerfeldt
- Terms Ola Fosheim Grøstad