From: | Paul Gettle <pgettle@********.NET> |
---|---|
Subject: | Re: FAB Revisited [was: Re: Chunk Launcher v.2.0] |
Date: | Thu, 14 May 1998 10:27:03 -0400 |
At 02:19 PM 5/14/98 +1000, Robert wrote:
>Paul Gettle writes:
>>Wow. A -Workable- solution to the FAB net problem. Now if someone
>>could make a decent explanation for unidirectional datalines from
>>Neo-A's Guide to Real Life.
>
>I liked it so much, I'll give you the explanation (even though it's
>superseded by VR2, which presents an almost infinitely better view of
the
>Matrix).
>
>Deckers run in a virtual universe, and they use programs to
manipulate (but
>not break) the virtual universe. Obviously, the layout of the nodes
is
>conceptual, and virtual, rather than necessarily being tied to
physical
>machines. Someone came along with a trick (that eventually led to the
>shifting datapaths used in the PCC) that allowed the layout to
include
>one-way travel. Because deckers work within the virtual universe,
they are
>subject to the one-way travel.
>
>
>If a decker wanted to try to break the virtual universe, they'd
probably end
>up garbling their simsense feed, which is why no-one does it.
>
>
>This also gives a decker a neat trick to do if they control the
system: they
>can try to change the layout from the CPU, and redesign it. They'd
have to
>be familiar with the layout, but that's okay, because they can bring
up a
>system map at the CPU. :) Deckers use these tricks to build "back
doors"
>into systems.
I suppose I asked for this, so thank you.
I don't think I'll be able to use this in my games though, mostly
because a matrix based off of those principles would leave me vaguely
unfufilled on a visceral level, and I don't think I'd ever let my
players make gross structual changes to the system layout. The
backdoor idea is cool, so I might let them tack on an extra node, here
or there.
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-- Paul Gettle (pgettle@********.net)
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