smd...@student.cs.york.ac.uk wrote:
>
> To anyone else still reading, could you please post any interest in either
> of the following projects:
>
> 1.) Pathfinding And Steering
>  -Move the current A* implementation to a HPA* implementation to improve
> performance
>  -Fully implementing the steering examples from Craig Reynolds work
>  -Improving the interaction between steering and nav-meshes to provide
> usable performance
>
>  2.) Refactoring Quest
> -Standardise the quest system to fit the current standards for property
> classes.
> -Allow for nesting FSMs, direct linking of CEL properties to Quest properties
> -Freeing the triggers from within Quest so that access to them is
> available throughout CEL where they may find other uses in future
> expanisions (I.e Behaviour Trees.)
> -Explore the potential of inspiration from the UML techniques highlighted
> by Pablo
>
>   

They both sound good to me. I do think that the second approach can be
put together with the behaviour tree implementation though, as it should
be trivial given the quest has been refactored, it would be the proof
that it actually works and give focus (but i might be overly optimistic,
so feel free to ignore the suggestion :)).

With the proposals as they are, i would probably favour 1) by heart,
because it would be just so nice to have the steering examples
implemented, plus the perfomance issues solved. If the second proposal
was to include behaviour trees, and some interesting examples, i would
have a much more difficult time choosing though.

> And as I am trying to expand my knowledge of the existing quest system,
> could anyone point me in the direction of documentation regarding this
> that I may have missed. I have already read the CEL User documentation,
> browsed the source code and the CEL diagram that I found very useful
> inside the Developers Whiteboard.
>   


A document about current quest editor in b2cs, how it relates to
traditional fsm and some problems.

https://b2cs.delcorp.org/dev/wiki/QuestEditorNG

Also, its important to know the message system and component systems
where refactored, to merge property classes with behaviours (not sure it
is evident), so for example, the red elements in the cel diagram, are
basically gone (they are still there for backwards compatibility -there
are a lot of legacy behaviours out there-, but no other reason to use them).


Greetings

 Pablo



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