[Bf-committers] Re: [Crystalblend-main] Design Document for Crystal Blend V0.1

Jorrit Tyberghein jorrit.tyberghein at gmail.com
Thu Oct 27 11:40:53 CEST 2005


Hmm... I don't understand this. Can you explain this with a concrete
example on how this would work?

Greetings,

On 10/27/05, Herman Bruyninckx <Herman.Bruyninckx at mech.kuleuven.be> wrote:
> On Tue, 25 Oct 2005, Jorrit Tyberghein wrote:
>
> >
> > Here is the first design document for the new CrystalBlend with new game
> > logic. It is not 100% ready yet but already shows some things that will be
> > there. Please let me know if you have any questions or comments.
> [...]
> > PDF version:
> > http://www.crystalspace3d.org/CrystalBlend/crystalblend_design_0.1.pdf
> >
> A general comment: the presented design _couples_ the event logic handling
> with specific objects and properties. Think this is a bad idea. For
> example, why should the logic (i.e., the "state machine") know about sound
> or collisions? The state machine framework should just now about events and
> reactions, not about _what_ events it can process, or what _objects_ are
> involved in the handling of the events.
>
> Every object should be able to register its events and handlers with the
> state machine; the state machine then just processes the events, by calling
> the registered handlers. In this way, you are very flexible in adding or
> removing events and handlers, without having to change the state machine
> implementation.
>
> Herman
>
> --
>    K.U.Leuven, Mechanical Eng.,  Mechatronics & Robotics Research Group
>      <http://people.mech.kuleuven.be/~bruyninc> Tel: +32 16 322480
>
> Disclaimer: http://www.kuleuven.be/cwis/email_disclaimer.htm
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