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  Topic: Naming objects
raz

Replies: 20
Views: 26277

PostForum: Design   Posted: Wed Aug 10, 2005 9:32 pm   Subject: Naming objects
Consider this problem. There is a bottle in a room, but the builder foolishly wrote the object's long description to make the user think that the bottle had another name than it has. The user goes int ...
  Topic: Properties and SQL
raz

Replies: 6
Views: 18337

PostForum: Coding   Posted: Wed Jun 29, 2005 3:57 am   Subject: Properties and SQL
Instead of using a different table for each type of object, you'll probably be better off using something like key/value pairs. If your values can be represented as strings, this is easy enough. If yo ...
  Topic: Properties and SQL
raz

Replies: 6
Views: 18337

PostForum: Coding   Posted: Tue Jun 28, 2005 9:20 am   Subject: Properties and SQL
Recently, I have been toying with the usage of properties in my character, zone, etc. objects. It has been working well, but I am rather unsure of a good way to store these in an SQL database. My curr ...
  Topic: Implementation: identical PC names?
raz

Replies: 49
Views: 105001

PostForum: Coding   Posted: Sun May 29, 2005 1:43 pm   Subject: Re: Implementation: identical PC names?
Due to the way that the database backend of my new project is set up, I'm in a very good position to allow arbitrary numbers of PCs to share the same name with only a few minor adjustments, since all ...
  Topic: Genetic Algorithms?
raz

Replies: 3
Views: 6110

PostForum: Design   Posted: Mon May 16, 2005 12:27 pm   Subject: Re: Genetic Algorithms?
What exactly would you tune using this?

I would think it would be effective in tuning the game flow mechanism (updating the game, handling events, etc.). Although, I think it would only really bene ...
  Topic: Genetic Algorithms?
raz

Replies: 3
Views: 6110

PostForum: Design   Posted: Sun May 15, 2005 10:56 pm   Subject: Genetic Algorithms?
I'm just curious if anyone has gotten far enough to try using genetic algorithms in their codbases. Basically, I'm looking for to someday implement a few within my event subsystem in order to improve ...
  Topic: Property lists
raz

Replies: 10
Views: 25749

PostForum: Coding   Posted: Sun May 15, 2005 3:31 am   Subject: Re: Property lists
Actually, is boost::any even less-than comparable or hashable? Can they be used as keys? I don't think I've ever actually tried it...

That's part of the problem. There is no given less-than operat ...
  Topic: Property lists
raz

Replies: 10
Views: 25749

PostForum: Coding   Posted: Sat May 14, 2005 10:57 pm   Subject: Re: Property lists
Do you mean as the value part? I don't really see much of an advantage in using it for the keys (as it would just slow lookups down even more), but boost::any would let you store more than one kind of ...
  Topic: Property lists
raz

Replies: 10
Views: 25749

PostForum: Coding   Posted: Sat May 14, 2005 10:34 pm   Subject: Re: Property lists
As an add-on for those interested in using unifex's idea with C++, I would also suggest looking at the Boost Any library (http://www.boost.org). Using a boost::any type as the key part would give you ...
  Topic: Movement speed vs weapon reach
raz

Replies: 24
Views: 29474

PostForum: Design   Posted: Fri May 13, 2005 1:02 pm   Subject: Re: Movement speed vs weapon reach
I forgot to mention one thing in my last post. What you could also probably do is extend your plots to 300x300. Then you could subdivide each plot into "mini-plots" (or whatever). For shorter range mo ...
  Topic: Movement speed vs weapon reach
raz

Replies: 24
Views: 29474

PostForum: Design   Posted: Fri May 13, 2005 3:56 am   Subject: Re: Movement speed vs weapon reach
As it stands, every 10x10 feet has its own terrain type, which I'll refer to as a 'plot'. The ASCII map displays 5 of these plots in all directions - effectively 11x11 plots with the corners cut off ...
 
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