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whisperstorm
01-16-2007, 09:05 AM
I know you can theoretically get a list of brains by requesting one that doesnt exist. However that doesnt really help if you dont know what they all do. Is there a list of the available brains and what they do?

Seth
01-16-2007, 09:59 AM
The reason I've been hesitant to document the brain system is I am not quite happy with it.

I'm making a major overhaul to the timing and brain system right now - if things go well I'll be able to start documentation on them pretty soon.

whisperstorm
01-16-2007, 03:41 PM
That's cool. I can't wait to see what you come up with. Will it be possible to create (obviously slow) brains via lua scripting as well? Like in terms of getting them registered via the brain manager. Or perhaps it's just as easy to simply refer to the script w/o going through the brain manager?

Seth
02-02-2007, 01:57 AM
The new brain system basically amounts to "scripted" player brains being the norm - there is one unified 'base' brain, and the player's script has to manually handle keystrokes/ladders/jumping.

This is a lot more work for the script to do, but I think overall it's the best way to go. It's a trade off between simplicity and flexibility with flexibility winning.

This system is almost done, hoping to get into the documentation/tutorial side of it soon.

harrio
02-02-2007, 07:28 PM
i'm assuming, actually probably asking, that the mac/linux builds will be updated after you have gotten to a comfortable place with the brain rewrite?

will there be a 'core' related method for dealing with projectiles, or will it all be handled by script?

i haven't read the scripting/api documentation yet because i know it is undergoing major changes at this time, so forgive me if this is an ignorant question.

it's great to see you working hard to make this a strong/flexible 2d engine. no i just need the courage to dive in and get cracking...

Seth
02-03-2007, 08:40 AM
i'm assuming, actually probably asking, that the mac/linux builds will be updated after you have gotten to a comfortable place with the brain rewrite?

That's correct, there isn't much point in updating them while things are still half broken I figured. Will update them tonight or soon though, the sideview example is now almost back to the functionality it was before. Just need to add the walk/climb sounds.


will there be a 'core' related method for dealing with projectiles, or will it all be handled by script?

No, projectiles will just be standard entities, created by script. For "instant shots" like gun blasts, Map:GetCollisionByRay() can be used to figure out where/who the gun blast hit.


i haven't read the scripting/api documentation yet because i know it is undergoing major changes at this time

That's exactly the situation right now, hope to get it ship-shape soon!