groworld/plant-eyes/README

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