Re: Can MUDs implement range/distance?
I've implement that approach in the past, but if you're building the system from the ground up and want to use accurate rather than abstract distances, then IMO you're better off dropping the concept of rooms entirely. They're an artificial constraint that isn't well suited to this style of mud.
I've used that approach too, it has both pros and cons (which is why I prefer a hybrid approach) but it doesn't make it any easier (or more difficult) to calculate distances.
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