Thank you for the link Pablo, there are some interesting problems in there
that I could attempt to fix as part of a refactor of quest. I like your
idea of using a behaviour tree implementation as a focus for the project
and a reason for the refactor.

One question, however, in your other email you mentioned the interpolation
system of Quest. What is this? I do not recall mention of this anywhere.

And also as you seem familiar with the Quest system could you explain the
sequence rewards? It seems to me that they are simply a combination of
rewards performed sequentially but from the last reading it seems implied
that one can apply several rewards to one trigger and therefore the
sequence seems redundant.

In light of these suggestions the new proposal for the 2nd project would be:

-Quest Refactor
** Freeing the triggers & rewards from within Quest so that access to them
is available throughout CEL.
** Standardise the Quest, Trigger and Reward properties so that they can
access constraints, property values and message each other (Fixing the
last three problems on https://b2cs.delcorp.org/dev/wiki/QuestEditorNG)
** Allow for nesting FSMs
** Example Program / Tutorial

-Behaviour Tree Implementation
** Implementation
** Documentation
** Example Program / Tutorial

As always thank you for your time,
Sam.

> 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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