August 2001
- [DGN] RP awards (was: Something in the water) Ananda Dawnsinger
- [DGN] RP awards (was: Something in the water) Matt Mihaly
- Anarchy Online (was Community Feeling) Matt Mihaly
- Anarchy Online (was Community Feeling) Hanz, Rob
- Anarchy Online (was Community Feeling) Travis Casey
- Anarchy Online (was Community Feeling) Dave Rickey
- Anarchy Online (was Community Feeling) Richard A. Bartle
- Anarchy Online (was Community Feeling) Steve {Bloo} Daniels
- Anarchy Online (was Community Feeling) Koster, Raph
- Anarchy Online (was Community Feeling) Daniel.Harman@barclayscapital.com
- Anarchy Online (was Community Feeling) Daniel James
- CGMud testing Chris Gray
- TECH: STL / Heaps, Eli Stevens
- TECH: STL / Heaps, David Bennett
- TECH: STL / Heaps, Travis Nixon
- TECH: STL / Heaps, Vincent Archer
- TECH: STL / Heaps, Sean K
- TECH: STL / Heaps, Daniel.Harman@barclayscapital.com
- TECH: STL / Heaps, Sean K
- TECH: STL / Heaps, Caliban Tiresias Darklock
- TECH: STL / Heaps, Adam Martin
- TECH: STL / Heaps, Ola Fosheim Grøstad
- TECH: STL / Heaps, Ling Lo
- TECH: STL / Heaps, Paul Schwanz
- TECH: STL / Heaps, Chris Jones
- TECH: STL / Heaps, Kwon Ekstrom
- TECH: STL / Heaps, Caliban Tiresias Darklock
- TECH: STL / Heaps, shren
- TECH: STL / Heaps, Jon Lambert
- Dictionary of Body Language ling.lo@coment.dk
- Dictionary of Body Language Koster, Raph
- Where to go with the maddog page Frank Crowell
- Academic journal on computer games Jussi 'Sulka' Haro
- "The gaming situation" by Markku Eskelinen Jussi 'Sulka' Haro
- "The gaming situation" by Markku Eskelinen Ola Fosheim Grøstad
- "The gaming situation" by Markku Eskelinen Madman Across the Water
- "The gaming situation" by Markku Eskelinen Matt Mihaly
- "The gaming situation" by Markku Eskelinen Travis Casey
- Non-Linear Item Combination Systems... Justin Rogers
- Rats in a cage? J C Lawrence
- Rats in a cage? J C Lawrence
- ECTS 2001 & GDC Europe Adam Martin
- ECTS 2001 & GDC Europe J C Lawrence
- Java tidbits (was: TECH: STL / Heaps, etc.) Ling Lo
- Java tidbits (was: TECH: STL / Heaps, etc.) Bobby Martin
- Java tidbits (was: TECH: STL / Heaps, etc.) Alistair Milne
- Player Types (Was Anarchy Online) Ola Fosheim Grøstad
- Korean marketing effort... Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Federico Di Gregorio
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Luke Carruthers
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Robin Lee Powell
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Hans-Henrik Staerfeldt
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bobby Martin
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Miroslav Silovic
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Kwon Ekstrom
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Ola Fosheim Grøstad
- Skotos Articles: Why Marrach Isn't the Movies #1, #2, #3, and a Coda [LONG] Christopher Allen
- [BIZ] Job on a MMORPG Dave Kennerly
- Personality Types (was Anarchy Online (was Community Feeling)) Dave Kennerly
- Personality Types (was Anarchy Online (was Community Feeling)) Richard A. Bartle
- Personality Types (was Anarchy Online (was Community Feeling)) Ian Collyer
- Personality Types (was Anarchy Online (was Communit y Feeling)) Koster, Raph
- Personality Types (was Anarchy Online (was Community Feeling)) Ling Lo
- Personality Types (was Anarchy Online (was Community Feeling)) Hans-Henrik Staerfeldt
- Personality Types (was Anarchy Online (was Community Feeling)) Richard A. Bartle
- Personality Types (was Anarchy Online (was Community Feeling)) Marc Fielding
- Personality Types (was Anarchy Online (was Community Feeling)) John Hopson
- Personality Types (was Anarchy Online (wasCommunity Feeling)) Ola Fosheim Grøstad
- Personality Types (was Anarchy Online (was Community Feeling)) Hans-Henrik Staerfeldt
- Personality Types (was Anarchy Online (was Community Feeling)) Adam Martin
- Personality Types (was Anarchy Online (was Community Feeling)) Ola Fosheim Grøstad
- Personality Types (was Anarchy Online (was Community Feeling)) Erwin S. Andreasen
- Personality Types (was Anarchy Online (was CommunityFeeling)) Dave Kennerly
- Personality Types (was Anarchy Online (was CommunityFeeling)) Erwin S. Andreasen
- Personality Types (was Anarchy Online (was Community Feeling)) Ola Fosheim Grøstad
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Brian Hook
- MudDev FAQ - part 1 Marian Griffith
- MudDev FAQ - part 1 Marian Griffith
- MudDev Faq - part 1 Marian Griffith
- Mud Dev FAQ - Part 1 Marian Griffith
- Mounts and Vehicles Greg B
- Mounts and Vehicles Justin Harvey
- Mounts and Vehicles Richard A. Bartle
- Mounts and Vehicles Ammon Lauritzen
- Mounts and Vehicles Koster, Raph
- Mounts and Vehicles susan wu
- Mounts and Vehicles Tamzen Cannoy
- Mounts and Vehicles J C Lawrence
- Mounts and Vehicles Richard A. Bartle
- Mounts and Vehicles lwl@black-knight.org (Lydia Leong)
- Mounts and Vehicles Frederick Nacino
- Personality Types (was Anarchy Online (was Community Feeling)) Trump
- Wilderness (AO) Peter Tyson
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Caliban Tiresias Darklock
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Brian Hook
- TECH: programming languages (was: TECH: STL / H eaps, etc.) Daniel.Harman@barclayscapital.com
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Justin Rogers
- TECH: programming languages (was: TECH: STL / H eaps, etc.) Daniel.Harman@barclayscapital.com
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Bruce Mitchener
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Dave Kennerly
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Jeremy Noetzelman
- TECH: programming languages (was: TECH: STL / Heaps, etc.) Nathan F. Yospe
- small outfit is looking for computer game designers/programmers Frank Crowell
- Personality Types (was Anarchy Online (was Community Feeling)) Marc Fielding
- Personality Types (was Anarchy Online (was Community Feeling)) Kristen L. Koster
- Personality Types (was Anarchy Online (was Community Feeling)) Kwon Ekstrom
- Pocket PC Development Daniel.Harman@barclayscapital.com
- Pocket PC Development Peter Tyson
- Pocket PC Development Frank Crowell
- Pocket PC Development Peter Tyson
- Pocket PC Development Frank Crowell
- Pocket PC Development Peter Tyson
- Pocket PC Development Paul Schwanz
- Pocket PC Development Peter Tyson
- Pocket PC Development Matt Owen
- Pocket PC Development Coyote
- Pocket PC Development Frank Crowell
- Pocket PC Development Daniel.Harman@barclayscapital.com
- Pocket PC Development Peter Tyson
- Pocket PC Development Ling Lo
- Re[4]: d20 Travis Casey
- Re[4]: d20 Travis Casey
- Re[4]: d20 Michael Tresca
- Re[4]: d20 Travis Casey
- Re[4]: d20 Michael Tresca
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Adam Martin
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Bruce Mitchener
- [TECH] [ObjC] : programming languages - Obj-C as opposed to Java Brian Hook
- Chances of success (was d20 system) Bobby Martin
- Chances of success (was d20 system) Travis Casey
- Chances of success (was d20 system) Daniel.Harman@barclayscapital.com
- Chances of success (was d20 system) Travis Casey
- Chances of success (was d20 system) Daniel.Harman@barclayscapital.com
- Chances of success (was d20 system) Jon Lambert
- Chances of success (was d20 system) Kwon Ekstrom
- CoolMUD lives!, sort of. Robin Lee Powell
- CoolMUD lives!, sort of. Bruce Mitchener
- CoolMUD lives!, sort of. Dan Root
- CoolMUD lives!, sort of. Robin Lee Powell
- CoolMUD lives!, sort of. Miroslav Silovic
- CoolMUD lives!, sort of. Robin Lee Powell
- CoolMUD lives!, sort of. Bruce Mitchener
- CoolMUD lives!, sort of. Miroslav Silovic
- CoolMUD lives!, sort of. Robin Lee Powell
- MBTI vs Bartle Type (was: Personality Types) Ian Collyer
- Personality Types (was Anarchy Online (was Community Feeling)) Matt Mihaly
- Re[4]: Chances of success (was d20 system) Travis Casey
- Re[6]: d20 Travis Casey
- Re[6]: d20 rayzam
- Re[6]: d20 Bobby Martin
- MUD-Dev digest, Vol 1 #404 - 16 msgs Dr. Cat
- Personality Types Corey Crawford
- Chances of success (Bobby's algorithm) Bobby Martin
- SMAUG Code (was Personality Types) Kwon Ekstrom
- SMAUG Code (was Personality Types) Corey Crawford
- SMAUG Code (was Personality Types) Alistair Milne
- SMAUG Code (was Personality Types) Kwon Ekstrom
- SMAUG Code (was Personality Types) Miroslav Silovic
- SMAUG Code (was Personality Types) Kwon Ekstrom
- SMAUG Code (was Personality Types) Bruce Mitchener
- Re[6]: d20 Caliban Tiresias Darklock
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Kevin Littlejohn
- Writing a MUD Server in Visual Basic? Troy Fisher
- Writing a MUD Server in Visual Basic? Chris Gray
- Writing a MUD Server in Visual Basic? Matt Mihaly
- Writing a MUD Server in Visual Basic? Lars Duening
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Chris Gray
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Kwon Ekstrom
- Writing a MUD Server in Visual Basic? Jon Lambert
- Writing a MUD Server in Visual Basic? Sean K
- Writing a MUD Server in Visual Basic? Caliban Tiresias Darklock
- Writing a MUD Server in Visual Basic? Daniel.Harman@barclayscapital.com
- Writing a MUD Server in Visual Basic? Daniel.Harman@barclayscapital.com
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? verb@rpn.port5.com
- Writing a MUD Server in Visual Basic? Travis Casey
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Troy Fisher
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Dan MacDonald
- Writing a MUD Server in Visual Basic? Matt Owen
- Writing a MUD Server in Visual Basic? Bruce Mitchener
- Writing a MUD Server in Visual Basic? Tess Lowe
- Writing a MUD Server in Visual Basic? Nathan F. Yospe
- TECH: .Net (was: programming languages (was: TE CH: STL / Heaps, etc.)) Daniel.Harman@barclayscapital.com
- Pocket PC Development Peter Tyson
- Mental Nudges (was Pocket PC development) Paul Schwanz
- Mental Nudges (was Pocket PC development) Frank Crowell
- Mental Nudges (was Pocket PC development) Ian Collyer
- MojoWorld, or a new product for generated content Bruce Mitchener
This is full of hype and all that, but might be cool.
From their website http://www.pandromeda.com/:
--- begin quote ---
The MojoWorld^(TM) Parallel Universe
Now for the hard part: explaining what exactly MojoWorld
is. MojoWorld has been designed first and foremost to be fun &
intriguing. It has also been carefully designed to be an easy-to-use
software tool for graphic arts, fine art, digital effects and
digital movie making. But it's much, much more than that.
MojoWorld is literally a window looking into a parallel
universe. What you see in MojoWorld exists in the timeless truth of
mathematical logic. It is eternal; it has always existed, and always
will. Other intelligent beings in other parts of our universe may
already be exploring this eternal beauty; perhaps they did it
billions of years ago. Because MojoWorld is entirely
procedural--creating virtually everything on the fly, rather than
loading it from disk or getting it from an input device like a mouse
or tablet--all MojoWorld images represent mathematical theorems
proved inside your computer.
Okay, that's heady stuff, and not at all necessary to your enjoyment
of MojoWorlds. It's arcane enough that Doc Mojo got a PhD from Yale
for it, so don't worry if you don't completely understand it
all. 8-) But it has some very interesting implications, so please
bear with us while we explain a little further:
We call the parallel universe that MojoWorld accesses Parametric
Hyperspace. That's not just a cool name, it's also very
accurate. "Parametric" means that it is defined by the values that
the MojoWorld user interface controls: ordinary things like color,
position and shape, as well as esoteric things like fractal
dimension. Inside the computer, these things are all just
numbers. We call those numbers "parameters." It's a "hyperspace"
because it has more than the three dimensions we are familiar with
in daily life. MojoWorld has those three familiar spatial
dimensions, plus time. But it also has many other, higher
dimensions--one for each parameter, in fact.
Here's the easiest way to think of it: each parameter represents a
degree of freedom; an axis you can move back and forth along, as you
change the parameter's value. So, for instance, specifying a color
in MojoWorld adds three higher dimensions: one for each of the red,
green and blue values you use to specify the color. Each of these
axes corresponds to a higher dimension in Parametric Hyperspace:
it's just a different direction you can move in. You can see that,
in getting all the settings right for a scene, you've set a lot of
parameters, and thus traveled in many dimensions of Parametric
Hyperspace.
Any given MojoWorld corresponds to a point in Parametric
Hyperspace. A pure MojoWorld scene file, without added content such
as plants, buildings, etc. is just the set of numbers that specify
that point in Parametric Hyperspace. That point specifies an entire
planet, with unlimited detail. We call that information, quite
accurately, Transporter Coordinates. MojoWorld loads those
Transporter Coordinates and "beams" you to that location in
Parametric Hyperspace. You're then free to explore both the planet
you've been Transported to, and the subspace of Parametric
Hyperspace spanned by the Hyperspace Axis sliders in the Hyperspace
Mixer. MojoWorld Transporter^(TM) gives you all this for
free. MojoWorld Generator^(TM) provides this plus full access to all
of Parametric Hyperspace, all several million dimensions of it.
Okay, enough pointy-headed talk. >;-) What it all means, bottom
line, is that MojoWorld scene files are incredibly tiny, because
they only need to contain the Transporter Coordinates that specify a
point in Parametric Hyperspace--a relatively small set of
numbers. Nevertheless the place that MojoWorld beams you to has
unlimited detail. It's all generated on the fly. So MojoWorld sports
near-perfect scene compression. Sure, it's arcane, but it's the
perfect way to build cyberspace. And that's what MojoWorld is
building toward.
---- end quote ----
And:
--- begin quote ---
I know you've probably seen the turgid little press releases we've
put out recently, but I prefer the informal newsletter to keep those
of you who've asked for MojoWorld news, posted as to how we're
doing. Well, "it's all over but the planet building now" (or so we
wish). The Windows® version of MojoWorld 1.0 Near Space^(TM), which
comprises both the free MojoWorld Transporter^(TM) and the US $249
MojoWorld Generator^(TM) are both now available. "And there was much
rejoicing..." Man, it's been a long time comin'! Oh, and yes, the
Generator is available at the introductory price of US $199 for the
rest of this month.
Right, right, I know: the Mac and Linux versions are coming Real
Soon Now, as we say here at Pandromeda. ;-) If you're a Mac or Linux
user and would like to help out with beta testing, please email our
man Legume legume@pandromeda.com and he'll set you up.
When all three are finished, the MojoWorld engineers get to take a
well-earned break. Then we'll write up the MojoWorld SDK, publish
the API, and third-party programmers can start extending MojoWorld's
functionality by writing plug-ins (the first in-house one of which
went out last night).
Once all of that is in place, begins the free-for-all that we
designed MojoWorld to be. We want MojoWorld to take on a life of its
own in the user and developer community, to become something greater
than we of Pandromeda could ever create. We're getting tantalizingly
close...
The debut of the MojoWorld Transporter today marks the real
beginning of the community experience we've envisioned from the
start. With the free Transporter, everyone (with a fast enough
computer) in the world can explore and enjoy MojoWorlds, and
discover and share new places there. It's this community aspect that
gets me, personally, up and going every morning. It's the beginning
of something Big. I can't wait to see what people will find there
and show us! I can guarantee one thing: No one can foresee now, what
we'll find and create in this parallel universe. Very, very
exciting! It's no less than the beginning of a voyage of discovery.
So be sure to tell your friends about the free Transporter. You
might want to buy stock in Intel, Motorola, AMD, nVidia and/or ATI
before you do, though: to paraphrase the King, "there's gonna be a
whole lotta upgradin' goin' on."
To the hard core among us I say, "make us a mess of new worlds."
Yes, yes, I know that at least half of you are Mac based; "we're
working on it just as fast as we can." Interestingly, my pals in the
Hollywood effects biz told us last week at SIGGRAPH that all the
major effects houses are moving over to Linux. This was music to my
ears, as it gives the Linux build of MojoWorld a powerful reason to
be.
---- end quote ----
- Bruce - MojoWorld, or a new product for generated content Hans-Henrik Staerfeldt
- MUDs as an educational tool in impoverished regions? Eric Rhea
- ColdC documentation (SMAUG Code) brandon@roguetrader.com
- MUD to include space and more Daniel Bendiksen
- MUD to include space and more Brian Hook
- MUD to include space and more Andrew Norman
- MUD to include space and more David Loeser
- MUD to include space and more Phillip Lenhardt
- MUD to include space and more shren
- [DSN] Why Permadeath is Irrelevant Paul Schwanz
- [DSN] Why Permadeath is Irrelevant Robin Lee Powell
- [DSN] Why Permadeath is Irrelevant John Buehler
- [DSN] Why Permadeath is Irrelevant Paul Schwanz
- [DSN] Why Permadeath is Irrelevant Daniel Bendiksen
- [DSN] Why Permadeath is Irrelevant John Buehler
- AOL lawsuit Matt Mihaly
- AOL lawsuit John Robert Arras
- AOL lawsuit Matt Mihaly
- AOL Lawsuit John Robert Arras
- AOL Lawsuit Matt Mihaly
- AOL lawsuit Marian Griffith
- AOL lawsuit shren
- AOL lawsuit Jon Lambert
- Release and social aspect Ola Fosheim Grøstad
- Release and social aspect Daniel Bendiksen
- Mining the SW:G Forums Eric L. Rhea
- Mining the SW:G Forums Trump
- [TECH] MySQL for mud databases Brian Hook
- [TECH] MySQL for mud databases ryan daum
- [TECH] MySQL for mud databases Jim S
- [TECH] MySQL for mud databases Brian Hook
- [TECH] MySQL for mud databases Jussi 'Sulka' Haro