Talk:Scripted AI Objects: Difference between revisions

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:: I don't mind this project/article being renamed - it originally started out with the missile code obviously - and that's what the original contributors were interested in, which is why I chose this name. The question is if we have enough manpower to make this sufficiently generic. I am not concerned about being too broad/generic - in fact, like I said already, it would make sense to not make things highly combat-specific: Under the hood, we first of all need an API for scriptable AI objects. The next iteration would be about script-able airborne objects, from which missiles/bombs might be inherited. In general, it helps to keep different use-cases in mind, i.e. to broaden the pool of potential contributors, which also includes UAV folks, and those not interested in combat. For these reasons, I would probably favor "Scripted AI Objects" over "AI guided weapons". The point to bring across here is that functionality will be mostly scripted - the AI system may be used internally, but most of it remains unused/disabled. Also, the odds of getting this reviewed and committed are much better if it's not too specific to a highly-narrow niche that has no application outside a controversial area like combat support in FG. I would very much like to see this developed further - but without being specific to a single aircraft/missile or weapons system - I am primarily interested in the framework side of this, i.e. refactoring, improving code reuse and so on, and would love to see non-combat efforts also being able to use the same modules (which seems doable).--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 19:34, 31 October 2014 (UTC)
:: I don't mind this project/article being renamed - it originally started out with the missile code obviously - and that's what the original contributors were interested in, which is why I chose this name. The question is if we have enough manpower to make this sufficiently generic. I am not concerned about being too broad/generic - in fact, like I said already, it would make sense to not make things highly combat-specific: Under the hood, we first of all need an API for scriptable AI objects. The next iteration would be about script-able airborne objects, from which missiles/bombs might be inherited. In general, it helps to keep different use-cases in mind, i.e. to broaden the pool of potential contributors, which also includes UAV folks, and those not interested in combat. For these reasons, I would probably favor "Scripted AI Objects" over "AI guided weapons". The point to bring across here is that functionality will be mostly scripted - the AI system may be used internally, but most of it remains unused/disabled. Also, the odds of getting this reviewed and committed are much better if it's not too specific to a highly-narrow niche that has no application outside a controversial area like combat support in FG. I would very much like to see this developed further - but without being specific to a single aircraft/missile or weapons system - I am primarily interested in the framework side of this, i.e. refactoring, improving code reuse and so on, and would love to see non-combat efforts also being able to use the same modules (which seems doable).--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 19:34, 31 October 2014 (UTC)
== Merging the latest changes ==
@Red_Leader: you just reverted all the changes I added to your code in the meantime, you may want to review the last diff to see if you want to merge any of those or not (I've merged everything into the git topic branch now, see the infobox) .--[[User:Hooray|Hooray]] ([[User talk:Hooray|talk]]) 21:28, 30 October 2014 (UTC)

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