To clarify:

1. Mutual information/communication is needed between a bunch of components
2. The main camera and it's modes, and movesets grouped together need a
mechanism.

On Tue, Jul 15, 2008 at 3:29 AM, Amir Taaki <[EMAIL PROTECTED]> wrote:

> 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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