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Command Processor GUI

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I've got the GUI set up how I like it, the next step is to attatch those commands in my command processor to the actual GUI. The two comboboxes (pulldown selection menu thingies) allow you to choose an object and command, once you select a command the textarea automagically updates with a sample command that shows you the syntax involved in the specific command.

Anyway, thought I'd share this because it is a big step in the right direction.
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Wow, I have to congradulate you on 3 weeks of consistent daily updates. I'm getting used to seeing you in the top couple rows.

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Wow, I have to congradulate you on 3 weeks of consistent daily updates. I'm getting used to seeing you in the top couple rows.

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I'll tell you that it doesn't come easy… It's a good thing that this is a three day weekend so that I can catch up on my homework [grin]

One thing about progamming that I find that I dislike is that I can get an idea on how everything goes together, but then it takes a hundred times longer to actually implement it. I have all these things that I have mapped out in my head that have to be done, but only a few of them are entertaining to do, so I end of working on the boring ones in the hope that they become engaging, and most of the time they do.

What I really hope to do is finish all the base API stuff done so I concentrate on developing my actual story line. Maybe tomorrow's post will be on the actuall story…

Sorry if this post is kind of off… it is 4:15AM [smile]

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What does the actor tracker actually do? (Apart from tracking actors :D).

I'm always interesting in learning architecture tips!

I guess its either -
1. Decides whether each actor associated with it should be rendered.
2. Handles general actor functions.

Please tell!

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It looks very nice, and I'm sure the underlying system (the mouth-watering code) is even nicer. ;)

I too offer my congratulations on maintaining a consistant amount of work on your game, and keeping out virtually all off-topic banter. Hurrah for dedication! :D

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I have five main 'tracker' classes; ActorTracker, TileTracker, FlockingTracker, GUITracker and a ObjectTracker. Trackers are mainly just objects that keep track of where on the screen/map individual objects are. For instance the ActorTracker handles all movement, additions to, and removes from the map. All objects are also stored in the ObjectTracker which is the generic tracker which all others are derived. Trackers also are responsible for providing rendering code for their objects.

Pretty much they keep track of my objects, provide add/remove/modifiy methods to those objects, and provide rendering/updating/behavioral methods to act on a collection of objects.

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Looks fantastic. These are the things I miss about being away for a while. Now I have to go back in your journal to find out what I've been missing...


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