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Re: [glob2-devel] Basic core engine


From: Bradley Arsenault
Subject: Re: [glob2-devel] Basic core engine
Date: Wed, 4 Apr 2007 20:55:18 -0400

On 4/4/07, Kai Antweiler <address@hidden> wrote:
> If we rework the core structure, I think it is good to think wether the
> difference between and players is still relevent or not. Would it be better
> to have only players (i.e. one team per player) and allow building sharing
> between player, with the option of having fixed alliances?

I like to put an AI into the same team as the player for noX games.
Having an other option for an all AI no player game would be as good.
But being in the same team as an AI, is also advantageous when you are
designing, fixing or improving an AI.  So there should also be an
spectator mode, if we remove teams.

--
Kai Antweiler

I'm quite opposed to the idea of removing Player. While it may seem
like unesseccarry overhead, it was actually (in my opponion) a good
idea when it was designed. A clear seperation of the user/ai/net user
interface code and the actual Glob2 engine is a good, flexible design.
I think that Player doesn't suitably meet this requirement right now,
but it most certainly can if core classes are being reorginized.

Team should be just Engine code, can be run without x and doesn't have
any gui stuff or the likes. Where as player is just interfacing code,
it runs between the user/ai/net user and the engine (including that
players Teaml). It doesn't directly deal with buildings, instead it
passes messages from the GUI, the net sockets, and AI's to the game
engine (Engine.cpp, Game.cpp).

--
Really. I'm not lieing. Bradley Arsenault.




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