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BlackWingedGames

Member Since 30 Jun 2012
Offline Last Active Jul 07 2012 03:34 PM
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Posts I've Made

In Topic: [Help] How do you properly organize a commercial game?

01 July 2012 - 11:55 PM

One of the best things I learned to do was to structure my code in 'scenes'. When I first started, I had a behemothic application class which was a state machine, deciding what to do and what to render at a given time. But now, I have a singleton SceneManager which maintains a list of classes that inherit from Scene. Scene has virtual init, update and draw functions. So I have LogoScene, OptionScene, MenuScene, GameScene, HighscoreScene, StoryScene, etc. These can be kept completely separate. Also, the scenemanager knows which is the current and next scenes so thats where I do a nice fade transition.

In Topic: When can we say something is "alive"?

01 July 2012 - 12:58 PM

This is an area in which I have some expertise (a master's degree in artificial life)
As mentioned, there is a variety of biological definitions of life, and you can find exceptions to all of them in nature. Things like self replication, metabolism, growth, respiration, etc. All definitions fail in certain circumstances. For example, fire fulfils most of the definitions but we don't say it is alive. And things like viruses are 'in-between', exhibiting some characteristics of life but lacking the big one, self reproduction (they have to hijack that functionalty from their hosts).
I have seen (and programmed) many examples of artificial life which simulate many of these aspects.
If you want to go deeper into this, I'd suggest looking into Tom Ray's "Tierra", Chris Langton's "self replicating loops", and Karl Sims' 'creatures'. Those were some of the fantastic examples that fired my imagination and got me into the field.
As for the Turing test, it is pointless and irrelevant. I dont hold it against Turing though, after all, he invented reaction diffusion systems (you can look into them too) :-)