Amir Taaki escribio':
> Hi!
>
> Before there was talk about possible structures for FSM's in CEL during cspop 
> for managing AI but this proposal was ousted after it was seen that quests 
> could be applicable in this sense.
>   

Well, only one other approach has been considered, and it is python
only. Also, i wouldnt consider the cspop approach ousted, its just
python only, that's why i was looking for something which could achieve
the same, without the python only requirement.

> Now with making the movement controller for apricot character the various 
> movesets have to be made and coordinated together. A monolithic design in the 
> first sense may seem simpler and work better but it quickly becomes apparent 
> in it's shortcomings. Namely,
>
>   1. Methods clutter whereby functions start getting grouping prefixes to 
> distinguish themselves.
>   2. Extensibility by being able to tack on new components.
>   3. Configuration- monolithic is essentially saying "Here's what you get"
>
> A micro component design by contrast offers clarity at the expense of higher 
> complexity and lower ease of use. The complexity comes from coordinating the 
> various micro components to work together in a coherent way.
>   


I think the challenge is precisely how to provide abstraction mechanisms
to hide complexity. Cel currently doesnt allow to do this very well
though. Think in a pure data patch, internally there can be hundreds of
"microcomponents", but in the main patch/component you might see just a
few, with meaningful connections even (although normally this wont be
the case :D).


Pablo

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