Friday, November 19, 2010

Progress: November 12th and November 19th

Here's a quick updated from the past two Fridays:


Progress November 12th:

David

World Cell Modeling

Started off by dumping the specific "Landmark" system in favor of a more generic one, based on a Model and Modelable interface. If an actor is modelable, it can return a model that has the model type interfaces for use by the cell. Models, when activated, return an Actor that can be placed in the game world based on its model. Note that for some simple objects (pretty much anything that isn't organism) this can be put all on the same class, and it returns itself (with some editing) whenever it asks for actors/models. Going to be working to catch up to goal over this week . . .

Ryan

Chemical System

Brainstorming needs more time. Decided to limit chemical interactions to binary or singletons (i.e. A + B -> C or D -> E + F with certain ratios). We figured complex chemical interactions wouldn't make much of a difference at this point and add an unnecessary level of complexity. Complex metabolic system of equations are going to be avoided as well. Not nearly enough done to stay on schedule..



Progress November 19th:

Ryan

FoodSpore Progress: nil :(
Chemical System Progress: lots! The FoodSpore class will be put on hold henceforth until the chemical system is implemented on even a minor level. The chemical system will be such: only xA + yB <==> zC interactions are allowed, and each can happen only within certain temperature ranges. I have a simple equation "solver" - which is ready to be plugged into the world grid for modeling. As of now we have functioning Interaction, Chemical, and PeriodicTable classes to perform the modeling, and a FindEquilibrium function that does the work on a modeling level. Next step is simulation which is going to take a bit more brainstorming, and hopefully implemented somehow within two weeks.
The FoodSpores will come soon, though!

David

Woo! Back on track. Converted the world cell system to a more abstract one, which allows creation of features on demand. It will need more tweaking as new (non-static) attributes are introduced. Started on a basic world generation system, having defined a number of geography modifying events, which will add features that are tracked by the world grid. Naturally these features have more purpose than just looks, but thanks to the new implementation, that should come easy as new stuff is added.

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