Best python way to do 'object messaging'
Armin Steinhoff
a-steinhoff at web_.de
Mon Feb 11 16:38:38 EST 2002
Hi,
sounds that Python 2.2 under QNX6.1 could be a good platform for your
application.
QNX6.1 provides a very fast message passing inter process communication ... at
http://www.sf.net/projects/pyqnx is a Python 2.2 port and a
message passing extension module.
Have fun
Armin
In article <Xns91AFB91DF83A2RASXnewsDFE1 at 130.133.1.4>, Philip says...
>
>
>Ok, so i have this pre-prototype (embrionic? :) game system, rogueish,
>that basically involves a bunch of different objects running around a
>map, containing each other, beating each other up, that kind of thing
>:). What i'm trying to do is set up a general purpouse system for
>passing messages between the interface, the objects, the AI's, the game
>world and timing system, and whatever else comes up. Here are my current
>ideas/contarints:
>
>1. Basic interface: anything that can accept a message has a .message
>(msg) function attaced to it. If the player hits a critter, some part of
>the player (i have the body and control seperated) sends the body of the
>critter a damage/type/amount/source type message.
>
>2. It has to be able to be passed easily through various receptor
>objects that don't really care about what the message is. For example, i
>do something along the lines of 'map.messageradius(
>msg,x,y,radius,inv_arsqrd(1.2) ), which only affects a 'percentage of
>effect' segment of the message while distrubiting it to all of the
>affected cells, which do nothing but ditrubite it to whatever objects or
>creatures happen to be standing there.
>
>3. It has to be storable. My idea for a global timekeeping system is
>something that stores messages to send to objects at various times. For
>example, an AI object would always set a ai-tick message to itself at
>some time in the future at the end of its run, and this is the way that
>I would get keep 'live' objects updated properly.
>
>I am currently thinking of representing the message as an object with
>various properties, and having each object that recieves one switch on
>the type of message, or even better, have a routine in a base class that
>takes some element of the message object, does a little string mangling,
>and calls a 'Rec<MESSAGETYPE>(message)' function similar to how TADS
>uses the VerDoXXX, VerIoXXXWith kind of functions for dealing with verbs
>(if anyone knows enough about TADS to understand this analogy ... it's
>one of my favorite languages :).
>
>This is -probably- what i'm going to go with, but i'd like to see if
>anyone has any ideas/comments/insperations/pointers-to-relevant-
>information, because i've never really made a system like this in any
>language, and i'd like to get it right before i build most of the rest
>of the system over it (i alredy have to refactor(i think that's how you
>use it) all of my display stuff out of the game data stuff, and remake
>the resource system -again- :)
>
>Thanks for anything :)
>
>--
>Philip Sw "Starweaver" [rasx] :: www.rubydragon.com
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