From mboxrd@z Thu Jan 1 00:00:00 1970 X-Spam-Checker-Version: SpamAssassin 3.4.4 (2020-01-24) on polar.synack.me X-Spam-Level: X-Spam-Status: No, score=-1.3 required=5.0 tests=BAYES_00,INVALID_MSGID autolearn=no autolearn_force=no version=3.4.4 X-Google-Language: ENGLISH,ASCII-7-bit X-Google-Thread: 103376,b1a7f997d8127c14 X-Google-Attributes: gid103376,public From: eachus@spectre.mitre.org (Robert I. Eachus) Subject: Re: Too many tasks? overhead questions. Date: 1997/04/28 Message-ID: #1/1 X-Deja-AN: 238033149 References: <5jlkdu$rub@corn.cso.niu.edu> <01bc5256$1c9c4640$28f982c1@xhv46.dial.pipex.com> Organization: The Mitre Corp., Bedford, MA. Newsgroups: comp.lang.ada Date: 1997-04-28T00:00:00+00:00 List-Id: In article <01bc5256$1c9c4640$28f982c1@xhv46.dial.pipex.com> "Nick Roberts" writes: > Yes, provided the machine you are running on will allow it, you should use > a task to represent each character (player and NPC), as well as each object > in the game (e.g. a magic door which opens under certain conditions, etc.). Sure have a task for each player, but objects should be protected objects--they don't need their own thread of control. NPCs are an interesting issue, those pinned in a certain place should probably be treated as objects, those that wander the dungeon should have their own task or tasks. (Of course, if you have one task for all NPCs, make sure that NPCs don't try to interact...) Good luck. -- Robert I. Eachus with Standard_Disclaimer; use Standard_Disclaimer; function Message (Text: in Clever_Ideas) return Better_Ideas is...