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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