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Space system (gaming)

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A space system is a hardcode or softcode system for a game server which simulates a three-dimensional space. A space system such as HSpace (for Hemlock Space) is used on a PennMUSH game server, which simulates three-dimensional space in a text environment. Such a system provides for the navigation of vessels, and sometimes ship-to-ship combat.[1] HSpace isn't the only space system available for PennMUSH, and there are almost certainly space systems available for other servers. Space systems don't generally only contain ships, either. Planets, stars, and stations, for example, may be present in the simulation. Another space system, ASpace, even employs a system for nebulae and borders, though the borders are spherical and not actually marked. Different space systems are generally suited for different themes. HSpace, for example, may be more suited for a Star Wars MUSH, (though SW1 uses a softcoded system, called DarrienSpace) while ASpace is generally used on Star Trek MUSHes because it will handle warp speeds.

Popular Space Systems[edit]

  • ASpace - A space system used by and mainly designed for TrekMU*s. The ASpace space system allows for the creation of nebulae and borders through hardcode, as well as wormholes, planets, and star systems. It also supports full space combat and warp speeds. While public release of development on the TrekMUSH "Among the Stars" has halted, a few websites are devoted to the development and support of the system.
  • HSpace - A space system used for other types of science fiction MU*s, such as Starwars MU*s. More recently, support for warp speeds has been discussed, and planets, as in most space systems, are standard.
  • HoSpace - A similar space system which allowed players to engage in space travel, ship-to-ship trading and battles.
  • CSpace - A space system used in TrekMUSE during the 1990s. Short for "Chuckles Space," it was later transferred to MUSH format and, for a brief time, was renamed to Kludge Space. The TrekMUSE space simulator had many features and was expanded to ANSI after transferring to PennMUSH. Chuckles Space was created to improve TrekMUSE's current 3D space combat code written by Tomalak, which at the time was completely done with in-game MUSH object-oriented programming. Chuckles wrote many of the innovative 3D features into C source code and added numerous features to gameplay, vastly improving the combat and run-speed. Before the development of ASpace, Chuckles Space was commonly used because it supported most of the features available in current versions of ASpace.

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