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  • State Changes in a Component Based Architecture [closed]

    - by Maxem
    I'm currently working on a game and using the naive component based architecture thingie (Entities are a bag of components, entity.Update() calls Update on each updateable component), while the addition of new features is really simple, it makes a few things really difficult: a) multithreading / currency b) networking c) unit testing. Multithreading / Concurrency is difficult because I basically have to do poor mans concurrency (running the entity updates in separate threads while locking only stuff that crashes (like lists) and ignoring the staleness of read state (some states are already updated, others aren't)) Networking: There are no explicit state changes that I could efficiently push over the net. Unit testing: All updates may or may not conflict, so automated testing is at least awkward. I was thinking about these issues a bit and would like your input on these changes / idea: Switch from the naive cba to a cba with sub systems that work on lists of components Make all state changes explicit Combine 1 and 2 :p Example world update: statePostProcessing.Wait() // ensure that post processing has finished Apply(postProcessedState) state = new StateBag() Concurrently( () => LifeCycleSubSystem.Update(state), // populates the state bag () => MovementSubSystem.Update(state), // populates the state bag .... }) statePostProcessing = Future(() => PostProcess(state)) statePostProcessing.Start() // Tick is finished, the post processing happens in the background So basically the changes are (consistently) based on the data for the last tick; the post processing can a) generate network packages and b) fix conflicts / remove useless changes (example: entity has been destroyed - ignore movement etc.). EDIT: To clarify the granularity of the state changes: If I save these post processed state bags and apply them to an empty world, I see exactly what has happened in the game these state bags originated from - "Free" replay capability. EDIT2: I guess I should have used the term Event instead of State Change and point out that I kind of want to use the Event Sourcing pattern

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  • Adobe Air turn based multiplayer Game, sockets vs http bandwidth

    - by Arin Aivazian
    I am developing an Adobe Air multiplayer game for iPad. It is turn based and not realtime. It is like checkers game. I want to use a client server model. I have found 2 options to connect to server so far: socket connection and http requests My question is: Is the bandwidth requirement for socket connection vs http requests different? I need the game to work with very low speed internet connections

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  • Any multiplayer webgame engine based on Flex

    - by Hongyu Ouyang
    My team is developing a multiplayer webgame (like a virtual world) in a short time(several months using after-school time), and I wonder if there are any webgame engine based on Flex. When I googled it I got many results related to HTML5, but I doubted if it is suitable for quick development. Do anyone have the experience of developing a webgame using A good engine? Are there any engine recommended? I prefer actionscript and flex to a javascript or HTML5 solution.

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  • Component-based Rendering

    - by Kikaimaru
    I have component Renderer, that Draws Texture2D (or sprite) According to component-based architecture i should have only method OnUpdate, and there should be my rendering code, something like spriteBatch.Draw(Texture, Vector2.Zero, Color.White) But first I need to do spriteBatch.Begin();. Where should i call it? And how can I make sure it's called before any Renderer components OnUpdate method? (i need to do more stuff then just Begin() i also need to set right rendertarget for camera etc.)

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  • Turn-Based RPG Battle Instance Layout For Larger Groups

    - by SoulBeaver
    What a title, eh? I'm currently designing a videogame; a turn-based RPG like Final Fantasy (because everybody knows Final Fantasy). It's a 2D sprite game. These are my ideas for combat: -The player has a group of 15 members (main character included) -During battle, five of the group are designated as active, and appear in the battle. -These five may be switched out at leisure, or when one of the five die. -At any time, the Waiting members can cast buffs, be healed by the active members, or perform special attacks. -Battles should contain 10+ monsters at least. I'm aiming for 20, but I'm not sure if that's possible yet. -Battles should feel larger than normal due to the interaction of Waiting members, active members and the increased amount of monsters per battle. -The player has two rows in which to put the Active members: front and back. -Depending on the implementation, I might allow comboing of player attacks and skills. These are just design ideas, so beware! I have not been able to test this out yet- I have no idea yet if any of these ideas bunched together will make for a compelling game. What sounds good on paper doesn't necessarily have to be good in practice! What I'm asking now is how to create the layout for this. My starting point are the battles in Final Fantasy VI, with up to 5-6 monsters on the left and the characters on the right- monsters on both sides if it's a pincer attack. However, this view would not work feasible with my goal of 20 monsters and 5 characters. All the monsters on the left would appear cluttered unless I scale them far far back. If I create a pincer-like map, then there would be no real pincer-attack possible. If I space the monsters out I force the player to scroll the screen- a game mechanic I've come across and not enjoyed imho. My question is: does anybody have any layouts or guides for designing battle maps in turn-based RPGs, especially with a larger number of enemies taken into consideration? How should it look? I am not asking for specific combat mechanics, just the layout for the moment.

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  • What platform to use for browser based turn based strategy game

    - by sunwukung
    I want to write a browser based strategy game that can be played by two players in separate locations. The game itself is predominantly turn based. To that end, I want to determine the correct platform on which to build this game. To prevent gamers "gaming" the system, the business logic needs to reside in the server. I could arguably use AJAX for a large part of the games functionality, but at two key points in the game loop, the opposing player can "counter" the current players move. In addition, when it's time for the players to swap, AJAX polling is likely to fall short, so it's starting to look like WebSockets is going to be a requirement to pull this off smoothly. So, the remaining question is regarding the back end. I'd kinda like to build this in Python/Flask - but this is primarily out of wanting to tackle a project with that language, not neccessarily because it's the appropriate tool for the job. The next most likely candidate has got to be NodeJS given it's (apparently) tighter integration with the WebSockets protocol. My question, then, is regarding the best platform on which to pursue this objective.

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  • The Best Websites for Downloading and Playing Classic and New Text Adventure Games

    - by Lori Kaufman
    Before computers could handle graphical games, there were text adventure games. The games are interactive stories, so playing a text adventure game is like being part of a book in which you affect the story. Text adventure games are also referred to as “interactive fiction.” Interactive Fiction (IF) is actually a more accurate term for text adventure games, because these games can cover any topics, such as romances or comedies, not just adventures. They can also simulate real life. Even though computers can now handle intensely graphical games, playing text adventure games can still be fun. It’s like reading a good book and getting lost in the universe of the story, except you become the hero or heroine and affect the ending of the story. We’ve collected some links to websites where you can download classic and new text adventure games or play them online. There are also some free tools available for creating your own text adventure games. We even found a documentary about the evolution of computer adventure games and some articles about the art and craft of developing the original text adventure games. How To Create a Customized Windows 7 Installation Disc With Integrated Updates How to Get Pro Features in Windows Home Versions with Third Party Tools HTG Explains: Is ReadyBoost Worth Using?

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  • PHP text formating: Detectng several symbols in a row

    - by ilnur777
    I have a kind of strange thing that I really nead for my text formating. Don't ask me please why I did this strange thing! ;-) So, my PHP script replaces all line foldings "\n" with one of the speacial symbol like "|". When I insert text data to database, the PHP script replaces all line foldings with the symbol "|" and when the script reads text data from the database, it replaces all special symbols "|" with line folding "\n". I want to restrict text format in the way that it will cut line foldings if there are more than 2 line foldings used in each separating texts. Here is the example of the text I want the script to format: this is text... this is text... this is text...this is text...this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... I want to restict format like: this is text... this is text... this is text...this is text...this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... this is text... So, at the first example there is only one line folding between 2 texts and on the second example there are 3 line foldings between 2 texts. How it can be possible to replace more than 2 line foldings symbols "|" if they are detected on the text? This is a kind of example I want the script to do: $text = str_replace("|||", "||", $text); $text = str_replace("||||", "||", $text); $text = str_replace("|||||", "||", $text); $text = str_replace("||||||", "||", $text); $text = str_replace("|||||||", "||", $text); ... $text = str_replace("||||||||||", "||", $text); $text = str_replace("|", "<br>", $text);

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  • how should I network my turn based game?

    - by ddriver1
    I'm writing a very basic turn based strategy game which allows a player to select units and attack enemy units on their turn. The game is written in Java using the slick2d library and I plan to use kyronet for the networking api. I want the game to be networked, but I do not know how I should go about it. My current idea is to connect two users together, and the first one to join the game becomes the game host, while the other becomes the client. However after reading http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/ it seems my game would be suited to a peer to peer lockstep model. Would that make programming the networking side much easier? Any suggestions on how I should structure my networking would be greatly appreciated

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  • iOS Game Center - Quit turn-based games for previous version of app

    - by rasmus
    I have a game on the iOS App Store that uses Game Center for turn-based multiplayer (GKTurnBasedMatch). I recently updated the app with a new game mode and I had to change the network protocol for that to happen. As a result I marked my new version as incompatible with the old one. That is, you cannot see the old games within the new app and you cannot initiate a game with someone with the old version of the app. This works as expected. However: The old games remain active after updating. There seems to be no way to quit them. What is worse is that they still count to the maximum number of games you can start. I have been contacted by players that can only start 1-3 games without hitting the roof. Have anyone experienced this before? Is there any way to quit the games? Thanks in advance

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  • component Initialization in component-based game architectures

    - by liortal
    I'm develping a 2d game (in XNA) and i've gone slightly towards a component-based approach, where i have a main game object (container) that holds different components. When implementing the needed functionality as components, i'm now faced with an issue -- who should initialize components? Are components usually passed in initialized into an entity, or some other entity initialized them? In my current design, i have an issue where the component, when created, requires knowledge regarding an attached entity, however these 2 events may not happen at the same time (component construction, attaching to a game entity). I am looking for a standard approach or examples of implementations that work, that overcome this issue or present a clear way to resolve it

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  • Using idle time in turn-based (RPG) games for updating

    - by The Communist Duck
    If you take any turn based RPG game there will be large periods of time when nothing is happening because the game is looping over 'wait_for_player_input'. Naturally it seems sensible to use this time to update things. However, this immediately seems to suggest that it would need to be threaded. Is this sort of design possible in a single thread? loop: if not check_something_pressed: update_a_very_small_amount else keep going But if we says 'a_very_small_amount' is only updating a single object each loop, it's going to be very slow at updating. How would you go about this, preferably in a single thread? EDIT: I've tagged this language-agnostic as that seems the sensible thing, though anything more specific to Python would be great. ;-)

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  • Using heavyweight ORM implementation for light based games

    - by Holland
    I'm just about to engulf myself in an MVC-based/Component architecture in C#, using MySQL's connector/Net for the data storage, and probably some NHibernate/FluentNHibernate Object-relational-mapping to map out the data structure. The goal is to build a scalable 2D RPG. Then I think about it...and I can't help but think this seems a little "heavy weight" for a 2D RPG, especially one which, while I plan to incorporate a lot of functionality and entertaining gameplay, may be ported to something like Windows Phone or Android in the future. Yet, on the other hand even a 2-Dimensional RPG can become very complicated, and therefore must incorporate a lot of functionality. While this can be accomplished with text/XML/JSON for data storage, is there a better way? Is something such as Object-Relational-Mapping useful in such an application? So, what do you think? Would you say that there is a place for such technologies? I don't know what to think...

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  • Appropriate level of granularity for component-based architecture

    - by Jon Purdy
    I'm working on a game with a component-based architecture. An Entity owns a set of Component instances, each of which has a set of Slot instances with which to store, send, and receive values. Factory functions such as Player produce entities with the required components and slot connections. I'm trying to determine the best level of granularity for components. For example, right now Position, Velocity, and Acceleration are all separate components, connected in series. Velocity and Acceleration could easily be rewritten into a uniform Delta component, or Position, Velocity, and Acceleration could be combined alongside such components as Friction and Gravity into a monolithic Physics component. Should a component have the smallest responsibility possible (at the cost of lots of interconnectivity) or should related components be combined into monolithic ones (at the cost of flexibility)? I'm leaning toward the former, but I could use a second opinion.

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Turn based battle and formula

    - by Mark Chapman
    I'm building a game called DVP(Digimon Virtual Pet), and in this game other than taking care of your digimon, You can also battle and breed them. I'm working on the battle system (making it first cause the actual pet system will be easy compared to the netplay, or 39DLL)but here is the problem I don't want it to be "too" simple or "too" complicated, but I do want to go by a certain formula. There are str, def, spd, and int. Strength: How hard the attacking digimon is hitting Defense: How much damage your digimon can defend when being attacked Speed: The chance of you missing the enemy Intelligence (battle knowledge): The chance of you hitting a critical hit or defending a critical hit. I can make a super simple turn based example, but I don't know how exactly to make the formulas for what I've explained above, any help?

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  • Projectiles in tile mapped turn-based tactics game?

    - by Petteri Hietavirta
    I am planning to make a Laser Squad clone and I think I have most of the aspects covered. But the major headache is the projectiles shot/thrown. The easy way would be to figure out the probability of hit and just mark miss/hit. But I want to be able to have the projectile to hit something eventually (collateral damage!). Currently everything is flat 2D tile map and there would be full (wall, door) and half height (desk, chair, window) obstacles. My idea is to draw an imaginary line from the shooter to the target and add some horizontal&vertical error based on the player skills. Then I would trace the modified path until it hits something. This is basically what the original Laser Squad seems to do. Can you recommend any algorithms or other approaches for this?

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  • Are there existing FOSS component-based frameworks?

    - by Tesserex
    The component based game programming paradigm is becoming much more popular. I was wondering, are there any projects out there that offer a reusable component framework? In any language, I guess I don't care about that. It's not for my own project, I'm just curious. Specifically I mean are there projects that include a base Entity class, a base Component class, and maybe some standard components? It would then be much easier starting a game if you didn't want to reinvent the wheel, or maybe you want a GraphicsComponent that does sprites with Direct3D, but you figure it's already been done a dozen times. A quick Googling turns up Rusher. Has anyone heard of this / does anyone use it? If there are no popular ones, then why not? Is it too difficult to make something like this reusable, and they need heavy customization? In my own implementation I found a lot of boilerplate that could be shoved into a framework.

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  • Component based design, but components rely on eatchother

    - by MintyAnt
    I've begun stabbing at a "Component Based" game system. Basically, each entity holds a list of components to update (and render) I inherit the "Component" class and break each game system into it. Examples: RenderComponent - Draws the entity MovementComponent - Moves the entity, deals with velocity and speed checks DamageComponent - Deals with how/if the entity gets damaged... So. My system has this: MovementComponent InputComponent Now maybe my design is off, but the InputComponent should say things like if (w key is down) add y speed to movement if (x key is down) Trigger primary attack This means that the InputComponent sort of relies on these other components. I have to do something alone the lines of: if (w key is down) { MovementComponent* entityMovement = mEntity->GetMovement(); if (entityMovement != NULL) add y speed to movement } which seems kinda crappy every update. Other options? Better design? Is this the best way? Thanks!

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  • XSLT Escape Character not working

    - by liveek
    I am trying to use escape charaters in my text output, as i would like too surround the output in emailData tags. I am using <xsl:text>&#60;emailData&#62;</xsl:text> In the XSLT to esnure that this works however because i am using a tool called Cast Iron for some reason it is not converting the &#60; into < and just spits out &lt;emailData> You can see am image of it HERE that illustrates the output i am getting. My source code is this. How else could i wrap this in emailData tags? <xsl:stylesheet version="1.0" xmlns:xsl="http://www.w3.org/1999/XSL/Transform"> <xsl:output method="text"/> <xsl:template match="header"> <xsl:text>&#60;emailData&#62;</xsl:text> <xsl:text>&#10;</xsl:text> <xsl:text>From: </xsl:text> <xsl:value-of select="from/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>To: </xsl:text> <xsl:value-of select="to/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>Subject: </xsl:text> <xsl:value-of select="subject/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Type: </xsl:text> <xsl:value-of select="contentType/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text> boundary="</xsl:text> <xsl:value-of select="boundary/text()"/> <xsl:text>"</xsl:text> <xsl:text>&#10;</xsl:text> <xsl:text>MIME-Version: </xsl:text> <xsl:value-of select="mimeVersion/text()"/> </xsl:template> <xsl:template match="email"> <xsl:text>&#10;&#10;</xsl:text> <xsl:text>--</xsl:text> <xsl:value-of select="../header/boundary/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Type: </xsl:text> <xsl:value-of select="contentTypeBody/text()"/> <xsl:text> charset="us-ascii"</xsl:text> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Transfer-Encoding: </xsl:text> <xsl:value-of select="contentTransfer/text()"/> <xsl:text>&#10;&#10;</xsl:text> <xsl:value-of select="body/text()"/> </xsl:template> <xsl:template match="Attachment"> <xsl:for-each select="Attachments"> <xsl:text>&#0010;&#0010;</xsl:text> <xsl:value-of select="../../header/boundary/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Type: </xsl:text> <xsl:value-of select="attachmentContentType/text()"/> <xsl:text> name="</xsl:text> <xsl:value-of select="attachmentDescription/text()"/> <xsl:text>"</xsl:text> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Description: </xsl:text> <xsl:value-of select="attachmentDescription/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Disposition: attachment; filename="</xsl:text> <xsl:value-of select="atachementDisposition/text()"/> <xsl:text>"</xsl:text> <xsl:text>&#10;</xsl:text> <xsl:text>Content-Transfer-Encoding: </xsl:text> <xsl:value-of select="attachmentContentTransfer/text()"/> <xsl:text>&#10;&#10;</xsl:text> <xsl:value-of select="attachementBody/text()"/> <xsl:text>&#10;</xsl:text> <xsl:text>&#60;/emailData&#62;</xsl:text> </xsl:for-each> </xsl:template> <xsl:template match="text()"/> </xsl:stylesheet>

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  • Turning a board game idea into a browser based, slow paced gameplay

    - by guillaume31
    Suppose I want to create a strategy game with global mutable state shared between all players (think game board). But unlike a board game, I don't want it to be real time action and/or turn-based. Instead, players should be able to log in at any time of the day and spend a fixed number of action points per day as they wish. As opposed to a few hours, game sessions would run over a few weeks. This is meant to reward good strategy rather than time spent playing (as an alternative, hardcore players could always play multiple games in parallel instead) as well as all kind of issues related to live playing like disconnections and synchronization. The game should remain addictive still have a low time investment footprint for casual players. So far so good, but this still leaves open the question of when to solve actions and when they should be visible. I want to avoid "ninja play" like doing all your moves just a few minutes before daily point reset to take other players by surprise, or people spamming F5 to place a well-timed action which would defeat the whole point of a non real-time game. I thought of a couple of approaches to that : Resolve all events in a single scheduled process running once a day. This basically means a "blind" gameplay where players can take actions but don't see their results immediately. The thing is, I played a similar browser game a few years ago and didn't like the fact that you feel disconnected and powerless until there's that deus ex machina telling you what really happened during all that time. You see the world evolve in large increments of one day, which often doesn't seem like seeing it evolve at all. For actions that have an big impact on the game or on other players (attacks, big achievements), make them visible to everyone immediately but delay their effect by something like 24 hours. Opposing players could be notified when such an event happens, so that they can react to it. Do you have any other ideas how I could go about solving this ? Are there any known approaches in similar existing games ?

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  • Which algorithm used in Advance Wars type turn based games

    - by Jan de Lange
    Has anyone tried to develop, or know of an algorithm such as used in a typical turn based game like Advance Wars, where the number of objects and the number of moves per object may be too large to search through up to a reasonable depth like one would do in a game with a smaller search base like chess? There is some path-finding needed to to engage into combat, harvest, or move to an object, so that in the next move such actions are possible. With this you can build a search tree for each item, resulting in a large tree for all items. With a cost function one can determine the best moves. Then the board flips over to the player role (min/max) and the computer searches the best player move, and flips back etc. upto a number of cycles deep. Finally it has found the best move and now it's the players turn. But he may be asleep by now... So how is this done in practice? I have found several good sources on A*, DFS, BFS, evaluation / cost functions etc. But as of yet I do not see how I can put it all together.

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  • Simultaneous AI in turn based games

    - by Eduard Strehlau
    I want to hack together a roguelike. Now I thought about entity and world representation and got to a quite big problem. If you want all the AI to act simultaneously you would normally(in cellular automa for examble) just copy the cell buffer and let all action of indiviual cells depend on the copy. Actions which are not valid anymore after some cell before the cell you are currently operating on changed the original enviourment(blocking the path) are just ignored or reapplied with the "current"(between turns) environment. After all cells have acted you copy the current map to the buffer again. Now for an environment with complex AI and big(datawise) entities the copying would take too long. So I thought you could put every action and entity makes into a que(make no changes to the environment) and execute the whole que after everyone took their move. Every interaction on this que are realy interacting entities, so if a entity tries to attack another entity it sends a message to it, the consequences of the attack would be visible next turn, either by just examining the entity or asking the entity for data. This would remove problems like what happens if an entity dies middle in the cue but got actions or is messaged later on(all messages would go to null, and the messages from the entity would either just be sent or deleted(haven't decided yet) But what would happen if a monster spawns a fireball which by itself tracks the player(in the same turn). Should I add the fireball to the enviourment beforehand, so make a change to the environment before executing the action list or just add the ball to the "need updated" list as a special case so it doesn't exist in the environment and still operates on it, spawing after evaluating the action list? Are there any solutions or papers on this subject which I can take a look at? EDIT: I don't need information on writing a roguelike I need information on turn based ai in respective to a complex enviourment.

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  • Alternatives to Component Based Architecture?

    - by Ben Lakey
    Usually when I develop a game I will use an architecture like what you see below. What other architectures are popular for simple game development? I'm concerned about having a narrow view of what exists out there for architectures beyond this. Is this an example of component-based architecture? Or is this something else? What would that look like? What alternatives exist? public abstract class ComponentBase { protected final Collection<ComponentBase> subComponents = new LinkedList<ComponentBase>(); private boolean enableInput; private boolean isVisible; protected ComponentBase(boolean enableInput, boolean isVisible) { this.enableInput = enableInput; this.isVisible = isVisible; } public void render(Graphics2D graphics) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.isVisible()) { gameComponent.render(graphics); } } } public void input(InputData input) { for(ComponentBase gameComponent : this.subComponents) { if(gameComponent.inputIsEnabled()) { gameComponent.input(input); } } } ... getters/setters ... public void update(long elapsedTimeMillis) { for(ComponentBase gameComponent : this.subComponents) { gameComponent.update(elapsedTimeMillis); } } }

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  • Embed IF text parser in another game?

    - by DragonFax
    Are there any existing interactive fiction text parsing engines that I can embed in another game or application? I'm looking to use something as a library. I can pass it the available objects and verbs from my own side. It will parse the sentences from the user and give me back some sort of structure/AST describing what the user asked for. Then my own code can then act upon that request. I don't need something SIRI level. The simple sentences and actions that current IF games support is fine. But I'm not looking to write a whole text/sentence parser myself. This isn't an If game and I can't write it entirely in an interactive-fiction language like inform 7. Unfortunatly, I can't seem to find any examples of anyone using the text parsing capabilities of these engines without writing the entire game in that engine's language.

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