in reply to Perl Tanks
caution, brainstorming ahead. beforewarned that there is an 80% probability of the overuse of phrases like "i think" and "could potentially"
i personally don't think it should be turn-based; i think some things should have to take a certain amount of time (like maybe moving) but leave as much as possible up to the robot itself; that way there is a good reason to optimize your algorithms for speed.
for instance, make them move the bullet themselves, and just provide a few arena methods for them to call. for instance, $arena->collide($bullet, $enemy) might return true if $bullet and $enemy occupy any of the same space, and automatically damage $enemy.
actually, further thought reveals that they'd maybe gain more by optimization if each one forked off and communicated back to a parent with requests. which starts to stray from the ultra-simple goal. do others think that gaining something by optimizing your code is worthwhile?
and really, you may only need to create a small handful of arena "commands" --
then again, i might be playing a totally different game.
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Re: Re: Perl Game, suggestions.
by mr.nick (Chaplain) on May 23, 2001 at 19:13 UTC | |
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Re: Perl Game Interface and Weapons
by SilverB1rd (Scribe) on May 24, 2001 at 01:13 UTC | |
by Vynce (Friar) on May 24, 2001 at 12:49 UTC | |
by SilverB1rd (Scribe) on May 24, 2001 at 18:02 UTC |