Re: Portals -- what they are and how they work

Mark Waks ([email protected])
Thu, 4 May 95 13:11:11 EDT


>* Suppose I walk into room A from room B; the "input" portal (as you call
>it) for room A now points back to room B. Suppose later on in my
>explorations, say when I am at room Q, I see that I can go back to
>room A. I enter room A, not because I am interested in the contents
>of room A, but because I want to get back to room B -- uh oh, no
>way back to B from A, only to Q from A. What we need is something
>(perhaps at the browser level) that can add directed "out" portals to
>room descriptions.

Right; this is the argument for having separate "in" and "out" portals.
That was actually the original design; the single-kind-of-portal design
is for conceptual elegance, and to minimize the number of doors people
have to build in. I waver back and forth between the schemes...

>It is for this reason that we should consider a more concrete,
>well-defined coordinate system. Yes, this would mean a lot of work. But
>for the end user (IMHO) a Cyberspace system more parallel to the Real
>World(tm) than to the WWW paradigm makes sense.

Not clear to me that you're right. IMO, the well-defined-coordinate-system
fetish is a relatively new thing, not intrinsic to human nature. I think
that, so long as there is a moderate amount of reproduceability, and the
thing passes sanity checks (ie, when I walk through a door, I can walk
back through it again), it'll satisfy most peoples' intuition just fine.
And the potential structural gains are *enormous*...

-- Justin

Random Quote du Jour:

"My thought would be that kingdoms are an excellent source of old Dukes,
Countesses with a seventh Dan in tea party, Laurels who have a well
developed 'not hurt but terribly, terribly sad' look, and Pelicans
(and anyone else willing to try) who can convincingly explain the
necessity of some filling out of forms."
-- Graydon