Timeline for Simultaneous events in a realtime system, where processing order causes different outcomes
Current License: CC BY-SA 3.0
9 events
when toggle format | what | by | license | comment | |
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Jan 8, 2013 at 2:36 | vote | accept | Szoltomi | ||
Jan 7, 2013 at 3:58 | answer | added | Szoltomi | timeline score: 0 | |
Jan 6, 2013 at 22:27 | answer | added | Kylotan | timeline score: 3 | |
Jan 6, 2013 at 22:02 | history | tweeted | twitter.com/#!/StackGameDev/status/288042820051292160 | ||
Jan 6, 2013 at 21:55 | comment | added | Szoltomi | Whoops, I forgot enter posts the comment. There may be more potential problems too; corner cases suck. In a sequential approach, the manaburn attack is not an issue, only with the deferred attribute change one. I am currently thinking about subdividing the frame, where events can be marked as deferred. First I process each event in a sequential order and queue the deferred events/changes they generate. Then I process these, queue the deferred changes, and so on in a loop, while(!deferredEvents.isEmpty()). | |
Jan 6, 2013 at 21:40 | comment | added | Szoltomi | Maybe I should've emphasized more that the manaburn attack is just one example for a general category of problems, abilities which change, but also test for a value. | |
Jan 6, 2013 at 21:14 | comment | added | Raven Dreamer | I agree - the manaburn problem is what should be fixed, since everything has to happen sequentially (it's a computer, after all). You might try processing the same attack at the same time, so you don't resolve 10 manaburn attacks, you resolve one manaburn x10 attack, and from that, calculate the damage that is actually done. | |
Jan 6, 2013 at 21:12 | comment | added | jmegaffin | You can solve the manaburn problem itself by dealing max(50, mana) damage. | |
Jan 6, 2013 at 21:00 | history | asked | Szoltomi | CC BY-SA 3.0 |