Timeline for How are character controllers built upon complex gameplay systems?
Current License: CC BY-SA 4.0
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Sep 9, 2023 at 20:07 | comment | added | Jacob Edie | I think I should rephrase my question on how to make an extendable character controller rather than a flexible one. Would that circumvent the infinite complexity? | |
| Sep 7, 2023 at 21:53 | comment | added | Kevin | A Turing Machine is not a mechanism; it's a mathematical model of an abstract computer. I don't think it's a good analogy for an implementation of a character controller. Also keep in mind that implementations of the Turing Machine concept often are quite complex. | |
| Sep 7, 2023 at 19:21 | comment | added | Jacob Edie | Thanks for the answer it was very insightful. I just don't agree with this statement: "Remember that a system with infinite flexibility will also be infinitely complex." I think there are many examples of simple composable systems that can create very flexible use cases. Take for example the Turing Machine it is a very simple mechanism that can implement any computer algorithm. I do agree that there is a cost benefit analysis to be had with trying to create a flexible character controller. The Turing machine wasn't formulated easily. | |
| Sep 7, 2023 at 2:44 | comment | added | user3658510 | This is a good answer. And it applies to most engineering situation, not just game making. Just the fact that with so many game engines, and after so many years, nobody has done what the OP wants (each of them have solutions specific to their own paradigm) should be an indication that there is something there. | |
| Sep 7, 2023 at 2:16 | history | answered | Kevin | CC BY-SA 4.0 |