[Haskell-cafe] How to model outer space for a MUD
kc1956 at gmail.com
Fri Aug 14 21:00:30 UTC 2015
I agree with Tikhon
But a sparse matrix might be conceptually simpler to start with
But are sparse matrices easy to implement in Haskell and then is it easy to
change the data structure layer on?
Sent from an expensive device which will be obsolete in a few months! :D
On Aug 14, 2015 1:50 PM, "Tikhon Jelvis" <tikhon at jelv.is> wrote:
> It depends on exactly what you want to represent and how you want to do it.
> The first thing that comes to mind for me would be using an octtree,
> which is the three-dimensional analog of a quadtree. Conal Elliott has
> an interesting point about using quadtrees to represent images in
> Haskell, and you should be able to adapt the idea to indexing into a
> three dimensional world with an octtree.
> : https://en.wikipedia.org/wiki/Octree
> : https://en.wikipedia.org/wiki/Quadtree
> : http://conal.net/blog/posts/topless-data
> On Fri, Aug 14, 2015 at 1:44 PM, David McBride <toad3k at gmail.com> wrote:
>> If you are thinking of it as a 3d grid, you might just have a (Map
>> (Integer, Integer, Integer) Contents, where every room in this 3d grid that
>> has something in it is in the map and every room that is empty space has no
>> corresponding entry in the map.
>> Then when you enter a room you can quickly look up what is in that room,
>> then reasonably quickly check the neighbors in every direction to see what
>> the ship might be able to sense were it to travel in that direction.
>> In this case, space is infinite, but the datastructure is only as big as
>> the amount of content you have.
>> On Fri, Aug 14, 2015 at 4:34 PM, Michael Litchard <michael at schmong.org>
>>> Star Wars MUD has a 3-D coordinate system such that (0,0,0) is some
>>> planet. I'm curious as to how one might model this system that could
>>> simulate a ship's movement through a 3-D grid. Matrix, 3-D array, graph.
>>> None of these? Ideas?
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