From: Derek E. <dd...@ho...> - 2003-04-29 13:20:42
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On Tue, 29 Apr 2003 14:00:17 +0100 Ian Lynagh <ig...@ea...> wrote: > On Mon, Apr 28, 2003 at 11:17:53AM +0200, Shae Matijs Erisson wrote: > > Ian Lynagh <ig...@ea...> writes: > > > > > I guess the engine probably wants to work by working out how long > > > it is until the next trigger happens rather than stepping time and > > > testing them; this will have to be updated every time the user > > > does anything that might change it, of course. > > > > I've been reading the Yampa and Yampa continued papers, the arrows > > over signal functions looks like a good solution for this kind of > > problem. > > > > http://www.haskell.org/arrows/ > > http://www.haskell.org/yampa/ > > > > Specifically, it allows functions to transform their behavior with > > triggers. > > I've just scanned through AFPLectureNotes.pdf but it wasn't obvious to > me exactly how they worked, i.e. whether they calculated how long till > the first trigger or just stepped in discrete timesteps. > > We also want consistent game speed on different computer speeds don't > forget. > > Can yampa give us what we want? I wasn't really expecting to be able to steal the implementation, just the interface, semantics, and ideas. Though, if the implementation can be stolen too that would be nice. |