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  1. #41
    My point was that in "def update(self):" you're in complete control of all state of the program (if not using threads). X may be modified before or after the execution of your function but only you can modify it inside it.

    But yeah, I don't like generators neither.



  2. #42
    Member WKnight02's Avatar
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    Originally Posted by elmeunick9 View Post
    My point was that in "def update(self):" you're in complete control of all state of the program (if not using threads). X may be modified before or after the execution of your function but only you can modify it inside it.
    In a nutshell, you could write a shitty coroutine/generator allowing outside variable modification, when any object's member can also be accessed from outside and would put your "controlled state" out of order



  3. #43
    Originally Posted by WKnight02 View Post
    In a nutshell, you could write a shitty coroutine/generator allowing outside variable modification, when any object's member can also be accessed from outside and would put your "controlled state" out of order
    And that's exactly why I don't like them. If you don't ever use them in your project, then you can garatee this controlled state. But, well, after all I supose it's just a matter of preferences.



  4. #44
    Member WKnight02's Avatar
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    Originally Posted by elmeunick9 View Post
    And that's exactly why I don't like them. If you don't ever use them in your project, then you can garatee this controlled state. But, well, after all I supose it's just a matter of preferences.
    But what I meant is that even with an object oriented state controller you can access its inner variables from outside (Python's lack of private/protected/public). Not that its bad, but the problem is exactly the same, and the fix relies on your ability to write code that makes sense.

    Indeed it seems like a matter of preferences. So I implemented something people could prefer in place of an other system, I think it will be a good point in the long run.

    Also, the system is currently hybrid: you can work full callback, and/or use coroutines. Pick what you prefer



  5. #45
    Member Benny_Flex's Avatar
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    @WKnight02 Thank you for sharing the .blend. If I understand well you link a python script to an alway brick instead of using the logic bricks?

    I am eager to see more.



  6. #46
    Member WKnight02's Avatar
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    Originally Posted by Benny_Flex View Post
    @WKnight02 Thank you for sharing the .blend. If I understand well you link a python script to an alway brick instead of using the logic bricks?

    I am eager to see more.
    I'm happy to see you interested !

    Basically, the thing is that I am trying to propose a way to make your game using Python only, using a higher level API than what is currently available. But as of now, the BGE needs at least an always brick and a Python controller to trigger any script. But once the framework entry point is executed, everything can flow in Python.

    I'm currently trying to make a demo for the BGMC, but I hate doing game assets lol. So I don't know if I'll come up on time, but I will certainly have something to show !



  7. #47
    Member BluePrintRandom's Avatar
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    go with sintel assets WKinght
    also Jonny Blacks dead project assets -

    1 original - https://blenderartists.org/forum/sho...etc&highlight=

    Current / https://opengameart.org/content/3rd-...er-sci-fi-pack
    Last edited by BluePrintRandom; 16-Nov-17 at 21:21.
    Break it and remake it - Wrectified
    If you cut off a head, the hydra grows back two.
    "headless upbge"



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