Re: [htsserver-devel] finally start implementing the trading engine
Status: Abandoned
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From: Sven M. H. <pe...@so...> - 2000-01-22 19:02:13
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On Sat, Jan 22, 2000 at 12:18:55AM +0100, Daniel Reutter wrote: > On Fri, Jan 14, 2000 at 12:30:16AM +0100, Piotr Esden-Tempski wrote: > > How to travel? (map, streats, storage format) > > I'd say, we store the Longitude and Altitude of the towns. After some > mathematics we should be able to calculate the route. Perhaps, with some > more mathematics, we would be able to store (dangerous) Areas on the > world by some vector calculation. For a more individual map we could > also save the map into an picture format, killing two birds with one > stone: graphical interfaces can draw the map easily and we can form the > landscape just by using different colours - which would be an easy > editing. So we only got to store the towns x- and y-coordinates and > that's all folks. Draw a line from town A to town B, look which colours > are beneath this line, calculate speed, possible hazards, etc. The only > problem would be how to explain, why the carriers dumbly fly into the > pirate's nest every time instead of shipping around... ;o) How about this: First, yes, x and y coordinates for cities sound reasonable. Then, I'd say for now we don't do any hazard/obstruction stuff so we don't use a map for now. Let's just assume the freighters fly high enough to not care about any such stuff. I'd want to have a decent system of routing the freighters if we implement such things and that will probably take up a lot of work. As far as I'm concerned, push that until later. Of course, if anyone volunteers to come up with a good solution. Fine. But I'd rather have a black map with only the cities marked than a colorful one with my freighters running into all kinds of harzards. :) Bye, Sven -- Sven M. Hallberg <pe...@gm...> PGP key available at http://www.sh-home.de/~sol [ KeyID........: 0x0F520CF9 ] [ Fingerprint..: 56 61 00 18 14 B4 01 01 06 90 D0 29 96 BD 58 6F ] return 0; |