Difference between revisions of "Sense-passing"

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Sense-passing is a [[simulation]]ist technique that determines what the [[player-character]] can see, hear, and smell by working out how far light, sound, and scent can travel from their originating [[object]]s.  Such a system might allow the player-character to automatically overhear a conversation being held in the next room, smell garlic being kept in a paper sack, and so on, without the [[author]] specially implementing each of those events individually.
 
Sense-passing is a [[simulation]]ist technique that determines what the [[player-character]] can see, hear, and smell by working out how far light, sound, and scent can travel from their originating [[object]]s.  Such a system might allow the player-character to automatically overhear a conversation being held in the next room, smell garlic being kept in a paper sack, and so on, without the [[author]] specially implementing each of those events individually.
  
 
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[[Category:Glossary]]
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Latest revision as of 07:47, 1 January 2005

Sense-passing is a simulationist technique that determines what the player-character can see, hear, and smell by working out how far light, sound, and scent can travel from their originating objects. Such a system might allow the player-character to automatically overhear a conversation being held in the next room, smell garlic being kept in a paper sack, and so on, without the author specially implementing each of those events individually.