From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 1553 invoked by alias); 21 Nov 2003 02:18:44 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 1531 invoked from network); 21 Nov 2003 02:18:41 -0000 Received: from unknown (HELO outbound28-2.lax.untd.com) (64.136.28.160) by sources.redhat.com with SMTP; 21 Nov 2003 02:18:41 -0000 Received: (qmail 16484 invoked from network); 21 Nov 2003 02:18:39 -0000 Received: from 66-52-246-40.sttl.dial.netzero.com (HELO vangogh) (66.52.246.40) by smtpout04.lax.untd.com with SMTP; 21 Nov 2003 02:18:39 -0000 From: "Brandon J. Van Every" To: "xconq" Subject: RE: Non flat maps (use pentagons and septagons on maps) Date: Fri, 21 Nov 2003 02:24:00 -0000 Message-ID: MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 (Normal) X-MSMail-Priority: Normal In-Reply-To: <3FBD003E.DD15A864@ign.fr> X-MimeOLE: Produced By Microsoft MimeOLE V6.00.2800.1165 Importance: Normal X-SW-Source: 2003/txt/msg00882.txt.bz2 Emmanuel Fritsch > > More simple : juste plug the north of the map with the south, > and you will have a cool toric univers. For multi player mode, > it would warant more balnaced initial position, since with the > present ice border, all position are not equivalent. Yes, torus topologies aka "wraparound maps" are far easier, real world doable solutions. Forget true spheres. They're big trouble. Cheers, www.indiegamedesign.com Brandon Van Every Seattle, WA Taking risk where others will not.