Thought Email List: Multi-Player Time Travel Project Planning Subject: dialogue on basic idea was partial ideas pulled from the mptt project So, basically we have a simulation of many other simulations. In a complex world, there is so much environment that the situations of the environment that a player did not engage can provide for pretty much any bounds. But we were thinking of engaging a simpler world. A timeline is one large simulation, that contains many smaller simulations. Agents, objects, anything. Most of these things are controlled by the simulation. So basically we have a simulation with parts. The parts and the simulation share some prtoperties despite one grouping the other: - they can predict their state, or describe bounds on their state, at a given point in time. they may need to interoperate to do this. - their state is influenced by the state of other parts. - they have known state at some given fixed points in time. I guess I hashed the same part over again and did experience the inhibition again. It was fun though.