RE: [Algorithms] Game Entities - avoiding inheritance / fixedpoo l allocation [bcc][fake adr]
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From: <phi...@pl...> - 2003-02-01 02:31:18
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I think the only real disagreement is over whether one (object types as= data) does imply the other (designers not dependent on programmers). IMHO it is only true given certain types of designers, and certain type= s of game. In particular, it makes life more interesting for more technical designers, and especially for designers that are already doing work tha= t we might already consider programming in the traditional sense. However, it's going to scare the bejeezus out of 95% of the designers I= 've worked with. Cheers, Phil PS We've actually had very good experiences with our data-driven art pa= th, although some of the more programming related stuff that Christer described, was definately overkill. Our design solution, for puzzles leastwise, is probably best described as graph's of scriptable componen= ts that can control game objects, and ai's. Hmm, that sounds more complex = than it actually is. Suffice to say that it works, and is evolving nicely. = =20 Jack Mathews = =20 <ja...@re...> To: "= 'gda...@li...'" =20 Sent by: <gdalgor= ith...@li...> =20 gda...@li...urc cc: = =20 eforge.net Fax to: = =20 Subject: = RE: [Algorithms] Game Entities - avoiding inheritance / =20 fixedpoo= l allocation [bcc][fake adr] =20 01/31/2003 04:38 PM = =20 Please respond to gdalgorithms-list = =20 = =20 = =20 I don't really see how anyone can disagree with these points.=A0 Very importantly - "all without bothering programmers" and "it eliminates a dependency in the development process." Jack -----Original Message----- From: Chris Hecker [mailto:ch...@d6...] Sent: Friday, January 31, 2003 4:57 PM To: gda...@li... Subject: RE: [Algorithms] Game Entities - avoiding inheritance / fixedp= ool allocation [bcc][fake adr] Once more with feeling:=A0 Putting your object system's types (and obvi= ously the instances) in data is better than putting the types in code (and th= e instances in data, or not) for games that encourage emergent gameplay.=A0= It allows designers to do much more than just changing fixed sets of parameters, all without bothering programmers.=A0 It allows them to experiment with and iterate the design more easily because it eliminate= s a dependency in the development process.=A0 There are multiple shipping existence proofs that this works well. I really don't know how to make it any more clear than that.=A0 I assum= e that restatement still doesn't resonate with you? Chris ------------------------------------------------------- This SF.NET email is sponsored by: SourceForge Enterprise Edition + IBM + LinuxWorld =3D Something 2 See! http://www.vasoftware.com _______________________________________________ GDAlgorithms-list mailing list GDA...@li... https://lists.sourceforge.net/lists/listinfo/gdalgorithms-list Archives: http://sourceforge.net/mailarchive/forum.php?forum_id=3D6188 = |