>Applying this to three dimensions takes a bit more work. We'll use >an >example to lead us into the theory. In our example, we'll be >dealing with >a 320x200x5 three dimensional object. We know that, were >we to treat each >layer (0-4) as a two dimensional rectangle, the area >of said rectangle >would be 320x200 (or 64000). So, to have it all be >linear, we need to >reserve: > > 0 - 63999 for layer 1's (x, y) coordinate space > 64000 - 127999 for layer 2's (x, y) coordinate space > 128000 - 255999 for layer 3's (x, y) coordinate space > >and so on up until we get to layer 5's coordinate space. So let's >say we >have the coordinate pair (2, 3) in our above mentioned three >dimensional >object. Couldn't you also define multiple 2-d arrays, one for each elevation. Your method requires that we have a predefined limit for each level, which is what I'm trying to avoid. This way, the constraints on the mud are nonexistent, and that makes things much easier. However, passing a player from array to array could make things somewhat more complicated. Not having implemented something like this before, I have no way of knowing. Any input would be appreciated. Also, is it be possible to create an array of arrays? ________________________________________________________________________ Get Your Private, Free E-mail from MSN Hotmail at http://www.hotmail.com +------------------------------------------------------------+ | Ensure that you have read the CircleMUD Mailing List FAQ: | | http://qsilver.queensu.ca/~fletchra/Circle/list-faq.html | +------------------------------------------------------------+
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