Thanks for the useful feedback. My main focus here is just specifically
solving the problem of how to build a car engine out of moving parts. Fuzzy
logic is typically an AI paradigm, so in this sense it's non-deterministic
behaviour isn't applicable here.
The higher layered abstract interface to many components will come naturally
with a better dependency and compartmentisation system.
Right now, it's a few components to perform a few moves. But the moves
depend on other moves NOT to execute. So there should be a way for us to
store a set of mutual information between these components. A kind of bin of
all active states.
This has applications elsewhere- such as the delegate camera and it's modes.
Maybe you're correct to point out about an abstracted view of components.
Sounds like a silver bullet not immediately attainable :)
On Mon, Jul 14, 2008 at 3:30 PM, Dariusz Dawidowski <
[EMAIL PROTECTED]> wrote:
> 2008/7/14 Pablo Martin <[EMAIL PROTECTED]>:
> > 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.
>
> Ofcourse - thats what i meant.
>
> Cheers
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