Re: Software Architecture/Design

Alex Lindsay <[email protected]>
Newsgroups gmane.games.devel.sweng
Message-ID <[email protected]>
Hi,

If examples in practice are coming, I'd like to know:

Do your POs/Transforms come in "in-place modify" and "new output" versions?
In-place might work in a single-threaded or certain SPU configurations
(their own local memory), but threading complicates this.

What structure would a Boids sim come in - e.g. when each boid is interested
in avoiding boids nearby? My quick guess is:

BoidList -> [BoidSpatialPartitioner] -> BoidsInSpatialPartitions[N]
for A in N
   BoidsInSpatialPartitions[A]+BoidsInSpatialPartitions[surrounding A] ->
[BoidAvoider] -> BoidBallistics[A]
BoidList + BoidBallistics + Time -> [BoidMover] -> BoidList

?

Cheers,
Alex

On Fri, Jun 4, 2010 at 6:06 AM, Phill Djonov <[email protected]> wrote:

> On Thu, Jun 3, 2010 at 9:35 AM, Richard Fabian <[email protected]> wrote:
> > Something I've been worrying about with my stuff is how unwieldy does it
> get
> > the higher you go, but you're saying that higher level stuff turns out
> fine
> > too?
> > Can you go a bit deeper into how higher level and lower level stuff gets
> > figured out?
>
> Not sure if Morten is talking about the same thing, but what I find
> works well is to think of "high-level data" as "bag of low-level
> data"* and "high-level logic" as "high-level data in disguise"**.
>
> * Usually refined into a hierarchy of bags of related subsets of that
> data. It helps keep data dependencies from creeping in when MoveMovers
> takes an array of MoverState objects and a GameTime, rather than the
> whole damn GameState.
> ** Decision graphs are great! I can write a bit more about these later
> when I've got more time, if anyone's interested.
>
> Cheers!
> Phill
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