Best python way to do 'object messaging'
Armin Steinhoff
a-steinhoff at web_.de
Mon Feb 11 16:38:38 EST 2002
More information about the Python-list mailing list
Mon Feb 11 16:38:38 EST 2002
- Previous message (by thread): Best python way to do 'object messaging'
- Next message (by thread): Best python way to do 'object messaging'
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
Hi, sounds that Python 2.2 under QNX6.1 could be a good platform for your application. QNX6.1 provides a very fast message passing inter process communication ... at http://www.sf.net/projects/pyqnx is a Python 2.2 port and a message passing extension module. Have fun Armin In article <Xns91AFB91DF83A2RASXnewsDFE1 at 130.133.1.4>, Philip says... > > >Ok, so i have this pre-prototype (embrionic? :) game system, rogueish, >that basically involves a bunch of different objects running around a >map, containing each other, beating each other up, that kind of thing >:). What i'm trying to do is set up a general purpouse system for >passing messages between the interface, the objects, the AI's, the game >world and timing system, and whatever else comes up. Here are my current >ideas/contarints: > >1. Basic interface: anything that can accept a message has a .message >(msg) function attaced to it. If the player hits a critter, some part of >the player (i have the body and control seperated) sends the body of the >critter a damage/type/amount/source type message. > >2. It has to be able to be passed easily through various receptor >objects that don't really care about what the message is. For example, i >do something along the lines of 'map.messageradius( >msg,x,y,radius,inv_arsqrd(1.2) ), which only affects a 'percentage of >effect' segment of the message while distrubiting it to all of the >affected cells, which do nothing but ditrubite it to whatever objects or >creatures happen to be standing there. > >3. It has to be storable. My idea for a global timekeeping system is >something that stores messages to send to objects at various times. For >example, an AI object would always set a ai-tick message to itself at >some time in the future at the end of its run, and this is the way that >I would get keep 'live' objects updated properly. > >I am currently thinking of representing the message as an object with >various properties, and having each object that recieves one switch on >the type of message, or even better, have a routine in a base class that >takes some element of the message object, does a little string mangling, >and calls a 'Rec<MESSAGETYPE>(message)' function similar to how TADS >uses the VerDoXXX, VerIoXXXWith kind of functions for dealing with verbs >(if anyone knows enough about TADS to understand this analogy ... it's >one of my favorite languages :). > >This is -probably- what i'm going to go with, but i'd like to see if >anyone has any ideas/comments/insperations/pointers-to-relevant- >information, because i've never really made a system like this in any >language, and i'd like to get it right before i build most of the rest >of the system over it (i alredy have to refactor(i think that's how you >use it) all of my display stuff out of the game data stuff, and remake >the resource system -again- :) > >Thanks for anything :) > >-- >Philip Sw "Starweaver" [rasx] :: www.rubydragon.com
- Previous message (by thread): Best python way to do 'object messaging'
- Next message (by thread): Best python way to do 'object messaging'
- Messages sorted by: [ date ] [ thread ] [ subject ] [ author ]
More information about the Python-list mailing list