Tag Info

Hot answers tagged

12

Have you looked into entity component systems and event messaging strategies? Status effects should be components of some sort which can apply their persistent effects in an OnCreate() method, expire their effects in OnRemoved() and subscribe to game event messages to apply effects which occur as a reaction to something happening. If the effect is ...


9

RobStone is on the right track, but I wanted to elaborate since this is exactly what I did when I wrote Dungeon Ho!, a Roguelike that had a very complex effects system for weapons and spells. Each card should have a set of effects attached to it, defined in such a way that it can indicate what the effect is, what it targets, how, and for how long. For ...


1

No. Not at least from what you're describing. An AI that's unique to one animal that takes into account all of the variables of such a complex environment would be taxing to simulate just on it's own. Plant life would be easier, but the cost to simulate all the plants would add up fast. A continuous simulation of the entire ecosystem would be virtually ...


1

I’ll offer a handful of suggestions. Some of them contradict each other. But maybe some are useful. Consider lists versus flags You can iterate over the world and check a flag on each item to decide whether to do the flag-thing. Or you can keep a list of only those items that should do the flag-thing. Consider lists & enumerations You can keep adding ...


1

They are hard to debug, so a glitch (possibly caused by accidental over optimization) cannot be fixed easily. Because of this, any neural network used it games should learn in real time during gameplay. However, they have been used, for example the game NERO.



Only top voted, non community-wiki answers of a minimum length are eligible