Subject: Re: Graphics in MOO?

From: [email-masked] (H. Peter Anvin N9ITP)
Date: Wed, 21 Jul 1993 13:16:50 -0700

I am hacking slightly on a high-level graphic BBS/MUD client, but I am
not giving any guarantees on ever completing it.  I am at least trying
to keep it simple, based on the assumption that if it is too complex,
noone will use it.

I think it is crucial to keep the protocol high-level and brief, in
order to conserve bandwidth... considering the type of machines most
people use today, it is not that big of a deal to use a high-level
protocol that puts the bulk of the rendering burden on the client.

My current thinking is that at least the original version will only
support 640x480 resolution in 16 colours... that way the problem on
client screen size becomes less.  The screen resolution 640x480 is
nice because both PC's (VGA) and Macs (except the compact ones which
mostly are B/W and the small 512x384 LC screen) can handle it, and it
makes a nice-sized X-window on most X screens.

	/hpa

> 
> > 
> > I was wondering if anyone had, or was in the stages of doing or
> > considering beginning, adding graphics to MOO?
> 
> curiously enough, adding graphics support to a server (like Moo) is fairly
> easy ... it's just another type of data that you have to deal with
> manipulating 
> 
> the problem comes in the clients ... to do something like what you envision,
> someone will have to sit down and write _AT_LEAST_ two clients (x-windows and
> msdos with modem) plus a decent editing environment to make the images in
> the first place.
> they will have to deal with calibrating colors and resolutions between
> platforms, plus deal with the different communications and graphics
> mechanisms 
> underlying the client.
> 

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From: [email-masked] (Grant Blaha)
Date: Wed, 21 Jul 1993 14:49:47 -0700

> considering beginning, adding graphics to MOO?

This, of course, would be the obvious next thing to do to add another dimension
to
the MOO experience.  However, as Pavel Curtis has stated before, adding
graphics would
make the experience inaccessible to a lot of people.  In particular, anyone who
can't
use a paint system effectively or model in 3D space.  Text based virtual
realities are
at least accessible to anyone who can write and read effectively which is
almost as
large as the number of people that have access to the internet or a computer.

Have you read "Snow Crash" yet?  In there its like a graphically based mud with
individual sites existing as buildings on a street.  Individuals either
appeared as a generic Dick or Jane, or they would be customized.  The higher
the level of detail in the customization, the greater the level of status
accorded the individual.  After all, would you rather deal with a fuzzy Joe, or
a complex, highly featured goddess?  Anyway, fuzzy Joes were kinda locked out
of the experience while the elite got the enjoy the experience.

Another thing to think about is even if you have a society of accomplished,
artistic modeling mudders, the time from idea to implementation would be
extended radically.  I am a highly accomplished modeler, but it would be
extremely difficult for me to model a golden crown adorned with jewels.  It's
much easier just to write it.  And then, I would have to create all the
behaviours for it.  Ick.  MOO behaviour programming is much easier when you
don't have to worry about mass properties getting in the way.

I think it would be better to concentrate on improved host interfaces and maybe
audio (bandwidth considerations not withstanding.)

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