February 2000
- datagram protocol design theory? (Question about multithreaded servers) Ola Fosheim Grøstad
- Library error J C Lawrence
- Semi-OT: Linux support in commercial MUDs? Ola Fosheim Grøstad
- From the Apache Referrer logs J C Lawrence
- From the Apache Referrer logs Kris Van Hees
- good muds for ai programming? Robert Zubek
- good muds for ai programming? J C Lawrence
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling cg@ami-cg.GraySage.Edmonton.AB.CA
- Event Scheduling J C Lawrence
- Event Scheduling Phillip Lenhardt
- Event Scheduling J C Lawrence
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- Event Scheduling Miroslav Silovic
- Event Scheduling Jp Calderone
- Event Scheduling Ola Fosheim Grøstad
- Event Scheduling Miroslav Silovic
- Event Scheduling J C Lawrence
- Event Scheduling Cynbe ru Taren
- Event Scheduling Hans-Henrik Staerfeldt
- IO Speed Suggestions Christopher Kohnert
- IO Speed Suggestions J C Lawrence
- Couple of articles Koster, Raph
- Couple of articles Dr Richard A. Bartle
- OT: Soliciting advice from Canadians Alex Oren
- MUD Specific Building pages MichelleThompson
- MUD Specific Building pages J C Lawrence
- Embedding Python icecube@ihug.co.nz
- Embedding Python icecube@ihug.co.nz
- Embedding Python J C Lawrence
- Embedding Python Todd McKimmey
- Embedding Python Oliver Jowett
- Embedding Python Todd McKimmey
- ADMIN: List post rejections J C Lawrence
- distributed objects Kevin Littlejohn
- distributed objects Vijay Weasel Prabhakar
- distributed objects Brandon J. Rickman
- distributed objects J C Lawrence
- distributed objects Koster, Raph
- distributed objects Vijay Weasel Prabhakar
- distributed objects David Bennett
- distributed objects Phillip Lenhardt
- distributed objects cjones@one.net
- distributed objects F. Randall Farmer
- distributed objects Ola Fosheim Grøstad
- distributed objects Kevin Littlejohn
- distributed objects J C Lawrence
- distributed objects Gary Whitten
- distributed objects Balthazaar
- distributed objects J C Lawrence
- distributed objects Ola Fosheim Grøstad
- distributed objects Eli Stevens {Grey}
- distributed objects Jon A. Lambert
- distributed objects Charles Hughes
- distributed objects Caliban Tiresias Darklock
- distributed objects Charles Hughes
- distributed objects J C Lawrence
- distributed objects J C Lawrence
- distributed objects Charles Hughes
- distributed objects Charles Hughes
- distributed objects Laurent Bossavit
- distributed objects Kevin Littlejohn
- distributed objects markm@caplet.com
- distributed objects KevinL
- Distributed Objects Justin Rogers
- Security J C Lawrence
- commercial muds and cable TV (was code base inquiry ) Sellers, Michael
- commercial muds and cable TV (was code base inquiry ) Matthew Mihaly
- commercial muds and cable TV (was code base inq uiry ) Sellers, Michael
- commercial muds and cable TV (was code base inq uiry ) Matthew Mihaly
- business models Matthew Mihaly
- business models Daniel.Harman@barclayscapital.com
- business models Vincent Archer
- business models Dave Rickey
- a shrinking pool of players? Johan J Ingles-le Nobel
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Bryce Harrington
- a shrinking pool of players? Travis S. Casey
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? Sellers, Michael
- a shrinking pool of players? PartyG2816@aol.com
- a shrinking pool of players? Ryan P.
- a shrinking pool of players? J C Lawrence
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Koster, Raph
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Matthew Mihaly
- a shrinking pool of players? Chris Turner
- a shrinking pool of players? Draymoor
- a shrinking pool of players? Koster, Raph
- The Endeavour Map and MUD Applications Michael Hohensee
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications David Bennett
- The Endeavour Map and MUD Applications Ted Milker
- The Endeavour Map and MUD Applications John Bertoglio
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Eli Stevens {Grey}
- The Endeavour Map and MUD Applications John Bertoglio
- The Endeavour Map and MUD Applications Koster, Raph
- The Endeavour Map and MUD Applications Lo, Kam
- The Endeavour Map and MUD Applications Justin Rogers
[Previously submitted by Lo, Kam]
> I like this idea, but one of the reasons to build your own planet is
> to make
> a "better" world. At the very least, one which is different. I
> suspect the
> same methodology described in my original post would work great with
> GIS
> data.
When using fractals to generate your world, given it a sufficient size
you wind up making bookshelves of cds full of data anyway. Its not that
the MUD would run on GIS data natively, its that the GIS data is used
to make a more *realistic* world. IE, this is the most realistic world a
human can possibly describe or imagine. So using GIS data which has
several powers of complexity, simplifying it to down to classes of terrain,
height, etc..., and then finally using the data for your simplified world to
create a *visible* world for the user makes for a very real experience.
And guess what. The user will never know that the world is better,
worse, or event that it is the world. Pick remote locations, stuff people in
the Amazon. Hell, put someone on Long Island, New York and they will
think it is a fabulous new world.
> This is a really interesting idea.
> I would be very interested in knowing how you did the world
> generation.
To recap a previous message. World generation was based off of GIS
data. NPCs or AI bots were of 14 different types that performed certain
tasks. Populations either thrived or failed and cities were built or at least
an area was classified as having been developed. At the end of the run (3 months)
I took the data for each location, (Each AI became a mob)(Each Shop became as
such)(Roads were built through areas) etc... Afterwards I have very realistic world
data.
> What I'd really like to do these days is take the 36 plots thing and
> integrate that into an Alife engine so key characters are created during
> world generation with motivations and stuff. It would then be possible to
> generate legends... Although I suspect an injection of illicit substances
> into the code might help (considering how bizarre legends can seem now we
> have an established framework for "reality").
Actually Bizarre behaviors can be built from a database of 1000-2000 or
so. Define 2000 bizarre behaviors. Give each behavior a set of characteristics
that would cause someone to do them (say 10 stats). Roll stats for people using
a histogram approach so that you get a desired amount of people in the middle
where no bizarre behaviors should be defined. Then for each stat roll someones
deviation, stressed deviation, and insanity deviation. Deviation means they can
easily swing back and forth between their norm +- thier deviation to perform
bizarre behaviors. stressed deviation is when they are pressed by small amounts
of food, no shelter, raging temperatures, etc... to perform a bizarre behavior. The
insanity deviation is a very nice concept. If someone goes insane then you randomly
reselect their normal values for them, this time not applying the histogram and they
get rather large deviations. However, since they are insane, on every spotcheck using
their new deviations they have to keep this value as thier normal and the deviation is
lowered by say .01 percent until they reach their orginal deviation.
- Justin Rogers, CEO DigiTec Web Consultants - The Endeavour Map and MUD Applications Joel Dillon
- The Endeavour Map and MUD Applications Justin Rogers
- The Endeavour Map and MUD Applications Justin Rogers
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist J C Lawrence
- Next gen MUD wishlist Chris Jones
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Sellers, Michael
- Next gen MUD wishlist adam@treyarch.com
- Next gen MUD wishlist Bruce
- Next gen MUD wishlist Bryce Harrington
- Codebase Ideas punitac@prodigy.net
- Codebase Ideas Bryce Harrington
- Codebase Ideas Aaron Mitchell
- OT: Money as motivator (was code base inquiry ) J C Lawrence
- OT: Money as motivator (was code base inquiry ) Matthew Mihaly
- Guide Applicant : Player Ratio Geoffrey A. MacDougall
- Guide Applicant : Player Ratio Matthew Mihaly
- MUD-Dev digest, Vol 1 #286 - 13 msgs Dr. Cat
- MUD-Dev digest, Vol 1 #286 - 13 msgs Caliban Tiresias Darklock
- MUD-Dev digest, Vol 1 #286 - 13 msgs Koster, Raph
- voice vs. text Matthew Mihaly
- voice vs. text Justin Rogers
- voice vs. text John Bertoglio
- voice vs. text Lovecraft
- voice vs. text Lo, Kam
- voice vs. text Hans-Henrik Staerfeldt
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Justin Rogers
- Client side prediction Ola Fosheim Grøstad
- Client side prediction Koster, Raph
- Client side prediction Ola Fosheim Grøstad
- Dynamic help files, was code base inquiry Richard Woolcock
- OpenSource licenses for game rules? J C Lawrence
- To all the devoted! (fwd) J C Lawrence
- Newbies Johan J Ingles-le Nobel
- MUD-Dev digest, Vol 1 #288 - 9 msgs Dr. Cat
- (fwd) Commercial-use Restrictions on Code Bases (was: help me find 100% free graphical mud) J C Lawrence
- (fwd) ADMIN: "A Classification Of Muds" [was 'In defence of stock muds...'] J C Lawrence
- Distribution Geir Harald Hansen
- player persistence Matthew Mihaly
- [Off-topic] GDC-2000 Derek Snider
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 Justin Lockshaw
- [Off-topic] GDC-2000 Christopher Allen
- [Off-topic] GDC-2000 Matthew Mihaly
- [Off-topic] GDC-2000 Joe Andrieu
- [Off-topic] GDC-2000 Kristen L. Koster
- [Off-topic] GDC-2000 Richard A. Bartle
- [Off-topic] GDC-2000 Bruce
- [Off-topic] GDC-2000 David Bennett
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] GDC-2000 J C Lawrence
- [Off-topic] AAAI symposium (was: GDC-2000) Robert Zubek
- MSP Richard Ross
- Privateer-style mu*? Bobby Bailey
- Minimum community sizes Dan Root
- Minimum community sizes Koster, Raph
- Minimum community sizes Dan Root
- Minimum community sizes adam@treyarch.com
- Minimum community sizes Matthew Mihaly
- Minimum community sizes David Bennett
- Minimum community sizes Matthew Mihaly
- Pike codebase Daniel Podlejski
- chil@gate.net Joel Kelso