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0

So it looks to me like you want to move all of the sprites in the sprite Group initialization.platform_list by the same amount. It should not matter that the sprites in the group are not ordered or indexed. delta_x, delta_y = 0, 0 if (loadterrain.character.direction == self.left): delta_x += self.movementspeed #... for sprite in ...


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Simulating the whole world in real time on a single PC is unlikely to be possible. What you could do, however, is split your world in several chunks (I mean chunks, not shards). You'd have to adapt your world for an agent (AI) to be able to exist in a single chunk at any given time. For instance, you could have one big island per chunk. And then you ...


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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 ...


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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 ...


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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 ...


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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 ...


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Instead of thinking of each card individually, start thinking in terms of categories of effects, and cards contain one or more of these categories. For example, to calculate the amount of time in a turn, you can loop through all cards in play and check the "manipulate turn duration" category of each card that contains that category. Each card then increments ...


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Forza uses neural networks for car AI. From what I have heard, they did all the learning ahead of time before they shipped the game, so its a static neural network at runtime. A buddy of mine on the project told me about it, but this article also talks about it: ...


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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.



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