April 1999
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Per Vognsen
- In-Game Languages Chris Gray
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Eli Stevens {KiZurich}
- In-Game Languages Matthew D. Fuller
- In-Game Languages Mik Clarke
- In-Game Languages Michael Hohensee
- In-Game Languages Ben Greear
- In-Game Languages Michael Hohensee
- In-Game Languages Mik Clarke
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages David Bennett
- In-Game Languages Richard Woolcock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Caliban Tiresias Darklock
- In-Game Languages Hans-Henrik Staerfeldt
- In-Game Languages Andrew Ritchie
- In-Game Languages Matthew D. Fuller
- In-Game Languages adam@treyarch.com
- forward: consistency Ola Fosheim Grøstad
- Confined Gameworld Ling
- Confined Gameworld Caliban Tiresias Darklock
- Confined Gameworld Richard Woolcock
- Confined Gameworld Eli Stevens {KiZurich}
- Confined Gameworld The Wildman
- Confined Gameworld Koster, Raph
- User centered? Ola Fosheim Grøstad
- User centered? Caliban Tiresias Darklock
- User centered? Marc Bowden
- User centered? Adam Wiggins
- User centered? Richard Woolcock
- User centered? Benjamin D. Wiechel
- User centered? Koster, Raph
- target audience Matthew Mihaly
- target audience Caliban Tiresias Darklock
- target audience Marc Bowden
- Fw: Self-organizing worlds (was: Elder Games) Kylotan
- Fw: Self-organizing worlds (was: Elder Games) Matthew Mihaly
- ScryMUD 1.8.11 released. Ben Greear
- Mud driver architecture info B. Scott Boding
- Blending graphics with text u1391470
- Blending graphics with text Laurel Fan
- Blending graphics with text Kylotan
- Blending graphics with text Chris Gray
- Blending graphics with text J C Lawrence
- Blending graphics with text Caliban Tiresias Darklock
- Blending graphics with text Chris Gray
- Blending graphics with text Ola Fosheim Grøstad
- Blending graphics with text Hans-Henrik Staerfeldt
- Blending graphics with text Mik Clarke
- Blending graphics with text u1391470
- Blending graphics with text claw@kanga.nu
- Blending graphics with text Alex Stewart
- Blending graphics with text J C Lawrence
- Virtual machine design Shane King
- Virtual machine design Alex Stewart
- Virtual machine design Jo Dillon
- Virtual machine design Ben Greear
- Virtual machine design Niklas Elmqvist
- Virtual machine design Shane King
- Virtual machine design Ben Greear
- Virtual machine design claw@kanga.nu
- Virtual machine design Alex Stewart
- Virtual machine design Felix A. Croes
- Virtual machine design Eli Stevens {KiZurich}
- Virtual machine design Mik Clarke
- Virtual machine design Schubert, Damion
- Virtual machine design Ben Greear
- Virtual machine design Ben Greear
- Virtual machine design Felix A. Croes
- Virtual machine design Matthew Mihaly
- Virtual machine design Hans-Henrik Staerfeldt
- Virtual machine design claw@kanga.nu
- Virtual machine design Mik Clarke
- Virtual machine design Oliver Jowett
- Virtual machine design Chris Gray
- Virtual machine design claw@kanga.nu
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design claw@kanga.nu
- Virtual machine design Petri Virkkula
- Virtual machine design Ben Greear
- Virtual machine design Chris Gray
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Nathan F Yospe
- Virtual machine design Ola Fosheim Grøstad
Nathan F Yospe wrote:
> Fortran remains unparalleled in performance on MPP complexes for physical
> simulation. Many of us use C++ instead anyway. Watch out for stereotypes.
It was a tongue in cheek statement about the language and it's users, not
the optimization of compilers or MP support. Fortran doesn't exist
because it is an excellent language :). It exists because the brilliant
geniuses got stuck on it in the 50's or so. I wouldn't use Cobol even if it
is possible to get faster DB's than with relational databases either.
> :A MUD is in nature much more like Computer Graphics. You don't care about
> :whether it is real or not, you only care about how it is perceived. Some go
> :for "photorealism" (which computationally can be quite unreal), others for
> :"believable", yet others go for "interesting". Basically, you cheat as much
> :as you can get away with, you sacrifice efficiency for flexibility only in
> :areas where you need to be flexible.
>
> No... I strongly disagree. You go the other way as much as possible. There
> is a *much* higher need for flexibility in a mud than there is in physical
> simulation, and a *much*, *much* lower need for efficiency. Mainly for the
> reasons you stated above. We need to *look* right, not be spot on...
Well, MUDs are realtime, not batch. So I don't quite agree about
efficiency. You need bounds on the execution time. (which is more difficult
to optimize for than batch, in which you can use multiple stages). You want
flexibility, the key is to find something which makes it easier to express
what you need to express and which gives you flexibility in the areas in
which flexibility is needed. The possibility of achieving great flexibility
is severly hampered by the client-server bottleneck btw.
> :If it looks right, then it is right!
>
> Only if it still looks right when the player tries to look behind the bush
> over there. If it has a 2x4 proping it up from behind, everything comes to
> pieces.
So don't use bushes. Or put bushes next to large stones or whatever. Anyway,
this is not such a big issue as you may think. I don't believe the VR-hype
about supension of disbelief, because they just assume that one want a world
that mimics the physical world AS WE KNOW IT. In my experience, players will
accept even bugs as laws of nature. As long as it is somehow predictable
(and certainly if they gain an advantage from it :-))
Besides, waterflow doesn't have to look like fluid, it is quite ok if it
just looks "fluidish". The idea is to trigger associations in the user, not
to recreate the whole experience. That's why books work, right?
You also have the liberty to make a full separation between representation
and presentation.
( I somehow suspect that you want VR... :P )
I believe there is a great potential for achieving more, with less
computational power. Monte Carlo inspired sampling (or generation)
strategies for instance.
--
Ola Fosheim Groestad,Norway http://www.stud.ifi.uio.no/~olag/
- Virtual machine design Ola Fosheim Grøstad
- Virtual machine design Petri Virkkula
- Virtual machine design Jon A. Lambert
- Virtual machine design Koster, Raph
- Virtual machine design Jon A. Lambert
- Virtual machine design Chris Gray
- Rebooting (was: Virtual machine design) Eli Stevens {KiZurich}
- Game design highpoints (was Virtual machine design) claw@kanga.nu
- Sockets Quzah [softhome]
- ScryMUD 1.8.13 snapshot released. Ben Greear
- Interview I did that may interest you Koster, Raph
- Censorship Greg Munt
- Censorship Ben Greear
- Censorship Matthew Mihaly
- Censorship Shawn Halpenny
- Censorship Darren Henderson
- Censorship Quzah [softhome]
- Censorship Hans-Henrik Staerfeldt
- Python B. Scott Boding
- Python Gaffney, Jeremy
- AW: Censorship Hofbauer Heinz
- AW: Censorship Matthew Mihaly
- AW: Censorship Damion Schubert
- Censorship, Virtual v Artificial Worlds, Python Greg Munt
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Ben Greear
- Censorship, Virtual v Artificial Worlds, Python Dan
- Censorship, Virtual v Artificial Worlds, Python Matthew Mihaly
- Censorship, Virtual v Artificial Worlds, Python Marian Griffith
- Censorship, Virtual v Artificial Worlds, Python Benjamin D. Wiechel
- Censorship & Its Impact On World Immersion Greg Munt
- Censorship & Its Impact On World Immersion Matthew Mihaly