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Re: Re3: Mapping node relationships

by one4k4 (Hermit)
on May 13, 2003 at 13:55 UTC ( [id://257730]=note: print w/replies, xml ) Need Help??


in reply to Re3: Mapping node relationships
in thread Mapping node relationships

Very true. I understand your explaination of Diku, and I think it may also lead to odd coding when it comes to things like "soandso enters from the north" or somesuch, but I haven't looked into Diku very deeply yet.

Storing coordinates for each room would leave a table that can be fairly large, but HD space isn't really an issue, speed would be the issue.. Indexes aside, I don't want to turn into a full time DBA for it.

I have the two tables (room and room coord) you mentioned, they're key'd on room_id, with room coord containing x,y,z locations that I planed to draw a square on.. or fill in the blank on a HTML table that I don't really want to resort too..

It's not an object based system in that I really only want to map when viewing things online. Such as where "so and so" is, or for admin purposes. I would love the ability to have each room exit that is not leading to another exit be a link (think: image map?) to an app that will create a new room.. so there can be a fairly high level way to generate new rooms.. other than the simple commands a citizen can use to make them.. but that's in the future.

There is a room_exit table that will allow for things like leaving south to room 2, but you have to go up to get back to room 1 or somesuch. That's up to the question "why", which is better answered in the context of the game itself. There is a table called room_inventory which is key'd again, on room_id and key'd out to the inventory table(for descriptions,etc) too..

I guess my questions all boil down to how it's possible to take x,y,z coords and draw something there..I'm going to look into how other muds do this a bit more.

One4k4 - perlmonks@poorheart.com (www.poorheart.com)

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Re: Re: Re3: Mapping node relationships
by one4k4 (Hermit) on May 13, 2003 at 13:58 UTC

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