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Janis Papanagnou pisze:there is a question qhat would be more logical (prone, suitable) hereOn 21.11.2024 00:53, Lawrence D'Oliveiro wrote:well i code things myself - no queue just a filedsOn Wed, 20 Nov 2024 17:34:34 +0100, Janis Papanagnou wrote:>
>[*] A friend of mine just recently implemented the code frame for a>
roguelike and followed the suggestion of an event based object-oriented
implementation; it worked well, he told me.
The next step would be to use coroutines so the logic of a longer-running
task, which has to wait for other events at multiple points, can be
written in a single linear stream without having to be fragmented into
multiple callbacks.
Yes, indeed.
>
Actually, if you know Simula, coroutines are inherent part of that
language, and they based their yet more advanced process-oriented
model on these. I find it amazing what Simula provided (in 1967!)
to support such things. Object orientation[*], coroutines, etc.,
all fit together, powerful, and in a neat syntactical form. - But
"no one" is using Simula, and my friend was using C++; don't know
what C++ supports in that respect today. I know that he implemented
the "simulation" parts (queuing, time-model, etc.) in C++ himself.
>
Janis
>
[*] It was the language who invented Object Orientation - quite
naturally a concept from the simulation perspective -, but they
neither invented nor used the term "OO"; probably because it was
much more than that what they provided.
>
long action, action_start, action_end;
(where action is pseudoenum describing the action is
doin by bot in a span of action_start to action_end)
in simply if time raches action_end the action is finalized and new
action is set up.. the arguments to pass i will probably try to be none i mean tch bot fields would store them)
i will se how it will be going - thsoe are game design decisions and its sometimes hard to really know what is best before really coding this..so
experuiance will show
though im old and tired and i not quite devoted to coding
anyway..only sometimes i try something to kill some time
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