Re: Modeling events that occur in a game world



On 22 Apr 2007 06:40:06 -0700, Aaron J. M. wrote:

On Apr 22, 4:17 am, "Dmitry A. Kazakov" <mail...@xxxxxxxxxxxxxxxxx>
wrote:
Why are they events? I would say, that death, under attack, flight etc are
not events, they are states. If creatures are models of physical objects,
then the only event they need is a timer or scheduling event. The object
reads the sensors, changes its state and writes the actuators.

So what you're suggesting is that my "events" should become internal
to the creature, right? For example, if a creature starts attacking
something, it should keep track of what it's attacking and how much damage it did by
itself,

Sure. It will consume endurance, mana, whatever depending on what and how
long it does.

where this information would be visible to other objects that can observe the
creature.

Not necessarily. Others would sense the creature using their own sensors,
which might be less inaccurate than the self-feeling, or reverse. (What
irritates me in some RPGs is that when you do something, like stealing a
thing, all NPCs become instantly aware of your action. Why should they?)

However, what if I have events that are not generated by creatures? For example,
I may decide to have an earthquake happen for some reason, and I want some
creature AIs to be able to tell that an earthquake happened so that they can get
scared off. How would I model that?

The creatures will have an earth sensor.

--
Regards,
Dmitry A. Kazakov
http://www.dmitry-kazakov.de
.



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