Ma (which is also a client, and first in the list of clients, thus has
priority 1): http://paste.pound-python.org/show/12850/
Unit: http://paste.pound-python.org/show/12848/
Zombie: http://paste.pound-python.org/show/12849/

If you need any help, I can provide description how to use it.

---------- Forwarded message ----------
From: Brian Blais <[email protected]>
Date: 2011/9/21
Subject: Re: game making advice
To: [email protected]


On Sep 16, 2011, at 10:17 AM, Peter Enerccio wrote:
>>> 2011/9/16 Brian Blais <[email protected]>
>>> Hello,
>>>
>> I've played a little bit with pyglet, and hope to use it for a project
idea for a game with multiple agents.  What I am having trouble with
planning is the way to implement the interaction between the agents (human
and ai) and the game.
>>

> What you want is probably event based AI with its own (probably threaded,
but not necessarily) event loop.
> Here is mine, but it was build for panda3d (should not be a problem to
adapt, since its thread based loop).
>
> Server: http://paste.pound-python.org/show/12608/
> Node: http://paste.pound-python.org/show/12609/
>

this is very interesting.  Do you happen to have an example system, even for
panda3d?  I can roughly see the logic, but I can't quite place how an agent
would subclass Node properly, and how the communication is done.

you were the only response to my question!  I would think that this would be
a good item to have in the pyglet docs, something that would pretty much be
common to nearly all games.

on a similar note, is there a repository of examples of pyglet games?  there
are some in the source, but it would be really helpful to have a place to
post and to view projects that people are working on.  perhaps I've missed
it somehow.

               thanks,

                       bb

--
Brian Blais
[email protected]
http://web.bryant.edu/~bblais
http://bblais.blogspot.com/



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