@Arrrrrrrrr I know what a game entity system is.  This is _not_ what I'm trying 
to do here. I'm talking about actors in the "erlang" sense of the word. While I 
want to use the actor system for games, I want it to be generic enough to be 
used in other context. The only really game-specific thing about this is 
"requirement #12", which is a very minor feature, that will be "optional".

"why not tailor one for your own needs instead of trying to fit your game into 
a generic engine"

Well, because I don't actually have much interest in how "pixels are painted"; 
that's the job of the engine to do that. Nor do I have any artistic talents; 
I'm buying as much pre-made assets as I can (when it's on offer), and will get 
some freelancer to fit them together once I have enough. My job is to implement 
what the "generic game engine" doesn't give me, which is "massive scalability" 
in the form of cluster support. And of course the "game logic/gameplay"; I have 
so many ideas on that front, I'd need to create 10 games to try them all.

I will admit I never wrote a game anyone played, apart from some prototypes my 
wife and son tried. But I've read at least 3 books on programming "virtual 
worlds" (my main interest; I talk about _games_ so people understand, but I 
think of it as a _simulation_... something full of _AI citizens_), another 3 
about computer graphics, 2 on AI, 1 on Multiagent systems, "Massively 
Multiplayer game development 2", "Game Engine Architecture", ... So I kind have 
some clue about what I'm trying to do. I'm just not sure how to best do it in 
Nim, where best is "with the least amount of work".

Reply via email to