Re: Modeling events that occur in a game world



On 27 Apr 2007 15:36:01 -0700, Aaron J. M. wrote:

On Apr 25, 5:24 am, "Dmitry A. Kazakov" <mail...@xxxxxxxxxxxxxxxxx>
wrote:
The awareness of actions should IMO come from the map. So the AI should
read from the map: there is an accelerating force being applied to my
creature. So the physics starts to work first. If AI considers this as a
damage (some creatures might actually enjoy being propelled), then it
should scan the neighborhood for the cause of that unfortunate event. In
other words it should create a hypothesis of what has happened.

This sounds you mean the AI should only guess about the source of an
attack instead of know about it, which doesn't seem all that reliable.

Sure, that the idea. You could blind a grue with the light of a torch
before attacking it. Otherwise any potential cause of blinding should send
an event to every potential subject of blinding. With the number of causes
and subjects it will geometrically explode. My point is that the
event-based design will cease to scale as the complexity will grow. You
have to find a balance for your concrete game. At some point a closer
simulation of "reality" starts to pay off.

However, I'm not really simulating physics since my game turn-based. All
actions (attacking, moving, throwing, etc.) takes exactly one turn for one
creature to perform. Attacking is mainly one creature reducing the number of hit
points in another creature, and throwing is mainly a matter of one creature
getting "teleported" to a nearby location and some of its hit points
taken away.

I never could understand why people develop and play turn-based
simulations, but that's aside. Actually to be turn-based is just a way of
scheduling which ideally should be irrelevant to how the things work. I.e.
you should be able to convert it to real-time and back (to the
simulated-time). I bet H.S. Lahman would say you same.

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



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