[CF List] BIGworld

Vernon T Rhyne trhyne at MIT.EDU
Sun Oct 13 10:07:30 CDT 2002


>>
     
      3) Paths/trails getting made as people wander in certain 
     
     >>
     
         areas, with some decay rate.
     
     
>
     
     I'm not so sure about that one. Wouldn't that consume a lot
     
     >
     
     of effort storing all this information about roading somewhere?
     
     >
     
     And the outcome might be road-tiles appearing everywhere,
     
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     including places where they are unwanted, potentially burrying
     
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     some nice maps around cities.
     
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     Roads would look totally uneven, making players loose orientation...
     
     
Seems like this could be overcome with an algorithm to restrict path
placement to things upon which it would make sense (not mountains, stone,
etc), and with some level of cleverness an algorithm could be achieved to
ensure "temporary" paths are clearly different than permanent ones...
However, this seems a lot of effort for minimal gain.


More general newbie question.  Where do I find the procedures and restrictions
for entereing into the code generation/alteration team or cycle?

-- Tolamar

    
    


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