On Thu, 16 Oct 1997, Jörgen "Zigge" Sigvardsson wrote: >Hmm.. how about bringing some elementary physics into the picture? >In physics you learn that objects with lesser density than a fluids density, >that object will float on that fluid. How about tagging water (liquid) with >a density and objects with density? (Optional flags in world/object files. >Objects/rooms with no flag = objects will sink (or something)). >Humans has less density (usually :) than water (depends of course on the >type of water), thus they float. It's one thing being under water.. then I >agree with you that hitpoints should be drawn every tick (or sooner if >possible.. and after a period of time too (most people can hold their breath >for moment)). It's a nice idea, but one that requires changing every object. In practice, heavy thing sink so it's a way to emulate sinking using what we know. This sounds like it will be an optional thing for people who like it. Therefore it'll be easy to change it to fit your implementation if you wish to use density. (Unless we find a palatable way to avoid losing lots of objects that is.) -- George Greer - Me@Null.net | Genius may have its limitations, but stupidity http://www.van.ml.org/~greerga | is not thus handicapped. -- Elbert Hubbard +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://democracy.queensu.ca/~fletcher/Circle/list-faq.html | +------------------------------------------------------------+
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