T
Terry Michaels
Has anyone ever pursued creating a library/framework for the abstract
management of event resolution models?
I'm coding a game where character actions of all players are planned
ahead of time, and then these actions are executed all at the same time.
This, obviously, means that I will need to develop logic to resolve
event conflicts. For example, character A decides to send a message to
character B, at the same time that character C decides to shoot
character A. So my game logic needs to decide which events take
precedence (does character A get off his message before getting shot?)
and so forth.
I was curious if anyone had every worked on some kind of generic event
management framework that could underlie an actual gaming engine. Anyone
heard of anything like that?
management of event resolution models?
I'm coding a game where character actions of all players are planned
ahead of time, and then these actions are executed all at the same time.
This, obviously, means that I will need to develop logic to resolve
event conflicts. For example, character A decides to send a message to
character B, at the same time that character C decides to shoot
character A. So my game logic needs to decide which events take
precedence (does character A get off his message before getting shot?)
and so forth.
I was curious if anyone had every worked on some kind of generic event
management framework that could underlie an actual gaming engine. Anyone
heard of anything like that?