Newsgroups: rec.games.roguelike.development
From: Brendan Guild <d...@spam.me>
Date: Wed, 16 Aug 2006 09:22:19 GMT
Local: Wed, Aug 16 2006 5:22 am
Subject: Re: CryptRL 0.6340 first ASCII release
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Newsgroups: rec.games.roguelike.development
From: Crypt <cryptmas...@free.fr>
Date: Wed, 16 Aug 2006 10:04:47 +0000 (UTC)
Local: Wed, Aug 16 2006 6:04 am
Subject: Re: CryptRL 0.6340 first ASCII release
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Newsgroups: rec.games.roguelike.development
From: Ray Dillinger <b...@sonic.net>
Date: Tue, 15 Aug 2006 09:48:53 -0700
Local: Tues, Aug 15 2006 12:48 pm
Subject: Low level code structure: structures for memory management and serialization support
Brendan Guild wrote: Hmmm.... > As an alternative to releasing the source, I'm sure people would > appreciate a design document about the internal structure of the > game, even something highly abstract. Writing such a thing might even > improve the future design, just by focussing your mind on the issues > of how all the little pieces fit together. A lot of it, I think, depends on the language you're using. For So as I've learned to write C (as opposed to Lisp or Scheme, This solves most of the memory management problem: it prevents It also solves most of the serialization problems: You can Realizing the importance of this one technique is enough to Bear You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Stu George <noem...@noemail.com>
Date: Wed, 16 Aug 2006 01:00:05 GMT
Local: Tues, Aug 15 2006 9:00 pm
Subject: Re: Low level code structure: structures for memory management and serialization support
On Tue, 15 Aug 2006 09:48:53 -0700, Ray Dillinger <b...@sonic.net>
wrote: >Realizing the importance of this one technique is enough to mm. I added a handle based memory manager I wrote to my game. >prompt a rewrite - or at least it was for me. The reason I >didn't know enough to do it in the first place is I was used >to writing in Lispy languages and I had to beat my head >against these "simple" problems for a while before I figured >out the shape of them and how to handle them. sounds the same. old palmos/mac concept of memory allocation via handle (i think win3.x did it as well). I can flush my memory manager to disk and back and have full state... makes life so much easier. 180 odd lines of code. niiice. --/\-[ Stu :: http://mega-tokyo.com ] -/\-- You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Ray Dillinger <b...@sonic.net>
Date: Tue, 15 Aug 2006 11:59:45 -0700
Local: Tues, Aug 15 2006 2:59 pm
Subject: Code structure: structures for managing time
Brendan Guild wrote: Roguelikes are turn based, or so they say. But Time in roguelikes > As an alternative to releasing the source, I'm sure people would > appreciate a design document about the internal structure of the > game, even something highly abstract. Writing such a thing might even > improve the future design, just by focussing your mind on the issues > of how all the little pieces fit together. is as complicated as you want to make it. Let's start by defining some vocabulary. "Wall" time or "Player" time - this is time as seen from the player's "Game" time - this is absolute time as seen from the character's "Character" time or "Beat" time is time as measured in your If your game's time flow is uncompromising, the game clock, the What I have is an "uncompromising" time flow. Here's how it's Anything that changes anything in the modeled world is an 'event': There's a classic-computer-science structure called a Priority Queue My Game time is implemented as 'events' kept in a priority queue, Each actor also has a priority queue of 'events' (in fact the code Executing an actor event means, go to the actor, get the first Because the Gametime priority queue contains events that have This means there's a multitude of crap that I don't have to Oh... there's also some special code to handle petrifaction Bear You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Radomir 'The Sheep' Dopieralski <n...@sheep.art.pl>
Date: Tue, 15 Aug 2006 19:17:19 +0000 (UTC)
Local: Tues, Aug 15 2006 3:17 pm
Subject: Re: Code structure: structures for managing time
At Tue, 15 Aug 2006 11:59:45 -0700,
Ray Dillinger wrote: I'm curious on how do you handle 'failed' and 'interrupted' > This means there's a multitude of crap that I don't have to > worry about slowing down or speeding up when an actor slows > down or speeds up; it happens automatically. When his speed > changes, the rate at which his beat time passes relative to > game time changes. This means nothing measured in that beat > time has to be adjusted at all; it slows down or speeds up > with him. actions (like wearing an armor interrupted by a monster attack). -- "Computer Science is no more about computers than You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: Ray Dillinger <b...@sonic.net>
Date: Tue, 15 Aug 2006 18:43:40 -0700
Local: Tues, Aug 15 2006 9:43 pm
Subject: Re: Code structure: structures for managing time
Radomir 'The Sheep' Dopieralski wrote:
> I'm curious on how do you handle 'failed' and 'interrupted' it. It requires the character record to store the index in the beat-time queue of any current 'interruptible' action. As a first cut, I'd call any voluntary action that takes more than, say, 3 beats to finish (that is, takes longer than firing a bow) an interruptible action. I have move-one-square-orthogonally equals 1 beat, move-one-square-diagonally equals sqrt(2) beats, hand to hand attack equals two beats, bow attack equals 3 beats. This would mean most spellcasts are interruptible. You can record this whenever the actor chooses such an action, It also requires two new event types: An 'interrupt' event, and If you have that, you can just chain 'interrupt' events to When you execute the 'abort' action, you give the actor the If I do this, I'll probably create a 'hard-interrupt' action Bear You must Sign in before you can post messages.
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Newsgroups: rec.games.roguelike.development
From: amonro...@yahoo.com (R. Alan Monroe)
Date: Wed, 16 Aug 2006 02:06:54 GMT
Local: Tues, Aug 15 2006 10:06 pm
Subject: Re: CryptRL 0.6340 first ASCII release
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Newsgroups: rec.games.roguelike.development
From: Crypt <cryptmas...@free.fr>
Date: Wed, 16 Aug 2006 08:15:43 +0000 (UTC)
Local: Wed, Aug 16 2006 4:15 am
Subject: Re: CryptRL 0.6340 first ASCII release
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Newsgroups: rec.games.roguelike.development
From: Crypt <cryptmas...@free.fr>
Date: Wed, 16 Aug 2006 15:59:39 +0000 (UTC)
Local: Wed, Aug 16 2006 11:59 am
Subject: Re: CryptRL 0.6340 first ASCII release
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