On Mon, Jul 14, 2008 at 2:39 PM, Jorrit Tyberghein <
[EMAIL PROTECTED]> wrote:

> If you're talking about this movement system that Amir is talking about
> then
> I agree. The quest system is not suitable for that and neither is anything
> else.


Anything else we currently have in CEL I mean.

>
>
> Greetings,
>
>
> On Mon, Jul 14, 2008 at 2:37 PM, Pablo Martin <[EMAIL PROTECTED]>
> wrote:
>
>> Dariusz Dawidowski escribió:
>> > Unreal3 uses state machine like you said but even better - every state
>> > has weight so it's Fuzzy State Machine.
>> > But do we have manpower to rewrite quest system ? I doubt.
>> >
>>
>> Problem is not (re)writing, but designing. Once design is there
>> implementation, either evolutionary or from scratch could be considered.
>> Anyways, im not so sure fsm is our main problem, but rather, that we're
>> trying to use fsm for everything. Possibly (or rather, completely sure)
>> what we need is some other kind of control structure.
>>
>>  Pablo
>>
>>
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>
>
>
> --
> Project Manager of Crystal Space (http://www.crystalspace3d.org)
> and CEL (http://cel.crystalspace3d.org)
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>



-- 
Project Manager of Crystal Space (http://www.crystalspace3d.org)
and CEL (http://cel.crystalspace3d.org)
Support Crystal Space. Donate at
https://sourceforge.net/donate/index.php?group_id=649
Visit my town at http://waldir.myminicity.com/
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and boredom. Vote Now at http://www.sourceforge.net/community/cca08
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