I've played a little bit with pyglet, and hope to use it for a project idea for a game with multiple agents. What I am having trouble with planning is the way to implement the interaction between the agents (human and ai) and the game. I'd like to separate them out, so I could write an independent function, say, for an AI agent that has access (or can query) parts of the environment and can send instructions to the environment which will then be updated and displayed with pyglet. I thought maybe some message passing scheme, or perhaps something else like xmlrpc. I don't want to reinvent the wheel, and this seems to be something that should be pretty common I'd imagine. Are there some examples for this sort of thing? Any ideas?
thanks,
Brian Blais
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Brian Blais
bbl...@gmail.com
http://web.bryant.edu/~bblais
http://bblais.blogspot.com/
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> What you want is probably event based AI with its own (probably threaded, but not necessarily) event loop.
> Here is mine, but it was build for panda3d (should not be a problem to adapt, since its thread based loop).
>
> Server: http://paste.pound-python.org/show/12608/
> Node: http://paste.pound-python.org/show/12609/
>
this is very interesting. Do you happen to have an example system, even for panda3d? I can roughly see the logic, but I can't quite place how an agent would subclass Node properly, and how the communication is done.
you were the only response to my question! I would think that this would be a good item to have in the pyglet docs, something that would pretty much be common to nearly all games.
on a similar note, is there a repository of examples of pyglet games? there are some in the source, but it would be really helpful to have a place to post and to view projects that people are working on. perhaps I've missed it somehow.
thanks,
bb
on a similar note, is there a repository of examples of pyglet games? there are some in the source, but it would be really helpful to have a place to post and to view projects that people are working on. perhaps I've missed it somehow.