2009-09-28 08:57:29 +00:00
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notes:
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* keeping with a view/logic separation, although this is quite different to
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the hexagon game. the main advantages:
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- just a divide and conquer strategy for staying sane
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- able to debug the logic without the view, or vice versa
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- the logic can be ticked at a lower frequency - or even different
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parts at different rates, whereas the view needs ticking every frame
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* need to try to keep all the intensive 'every thing vs every thing' checking
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in the logic side, where it can be done over many frames (i'm thinking the
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lags involved with things like nutrients getting absorbed may not matter
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too much in this game)
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* using a message passing system to formalise the passing of information on
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the logic side. this makes it possible to have objects sending messages
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at any point, and have them automatically collected up and dispatched to
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the view
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* these messages are also converted to xmpp messages and sent out over the
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network
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* line segments are computed in the logic side, and can be represented any
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way by the view - maybe the players plant will be geometry and everyone
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elses will be ribbons (stoopid LOD)
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* in the same way, the line segments can be created in any way by the logic
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side - eg. lsystem, or different methods per plant (or per twig even)
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