User loginNavigation |
Advice for a young researcherHi! I'm looking for some advice about PL research. I am professionally halfway between game development (mostly Xbox+Steam) and PL research at an Italian university. So far I have been studying scripting languages, monads and coroutines, and I've managed to build a concurrent extension to F# that can easily surpass the state of the art (namely LUA) in terms of safety, performance and clean syntax. Now I'd like to tackle a larger problem: I wish to study how to define a game with a mixture of (declarative) rules and invariants and events and scripts; this apparent asymmetry works pretty well since games require lots of complex rules and lots of articulated behaviors, which I believe are best expressed with different formalisms. The idea is the following; we define a state in terms of nested sets of triplets (label, type, rules). As an example consider a space-shooting game with starships and projectiles: State = Ships : Set[Ship] = {ship : ship \in Ships and ship.Life > 0} Projectiles : Set[Projectile] = {proj : proj \in Projectiles and proj.Life > 0} … Ship = Colliders : Set[Projectile] = {p : p \in state.Projectiles and collides(self,p)} Life : float = self.Life - sum{p.damage : p \in Colliders} … also, some fields are event handlers, like: ShipEvents = Created : Event[ShipCreatedArgs] = on_ship_created Selected : Event[SelectionArgs] = on_ship_selected where on_ship_created and on_ship_selected are coroutines (lightweight threads) which are added to the scheduler when the respective events are fired. My questions are the following: Thanks By giuseppemag at 2011-05-27 11:14 | LtU Forum | previous forum topic | next forum topic | other blogs | 7830 reads
|
Browse archives
Active forum topics |
Recent comments
27 weeks 2 days ago
27 weeks 2 days ago
27 weeks 2 days ago
49 weeks 3 days ago
1 year 1 week ago
1 year 3 weeks ago
1 year 3 weeks ago
1 year 5 weeks ago
1 year 10 weeks ago
1 year 10 weeks ago