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Old 07-23-2002, 03:06 PM   #27
Robbert
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Join Date: Apr 2002
Location: #### Paso, Tx
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Additionally, if you track locations of *thing relative to other *things in the area, little work is necessary to extrapolate the information for the player(s) - work recursively based on the closest thing to them, and continue until they can no longer see based on other things in the area.

(Edit) - This works for sound as well as sight, and the theory is the same. Working from a known reference otuward makes much more sense, in terms of intensity, than taking a mass of things and checking each one to see if it is visible/audible to the character. And it allows for neat additions such as poor eyesight or hearing, and their reverse. (/edit)

Our system of location is based upon inheritance; you can be literally be in a forest and see the trees, or move to a particular copse/meadow/field that has been created within it. This allows for the world creators to give as much or as little detail as necessary. So a City could be visible from the forest, but the individual buildings of it need not be apparent until one is outside a gate of that city, or within it itself.
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