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muto's Issues

Languages used for client and server.

林嘉炜和胡景超各怀鬼胎:
林希望多用Python(包括Boo),胡希望多用C#。

我提出以下方案:
服务器:业务逻辑用Python,底层后期用C#,效仿CPP的方式,把C++部分变成C#,前期随意。
客户端:前期用C#,保证专注在学习Unity本身上,后期业务逻辑用Boo。

Create a grid world.

周麟建议在没想好干嘛之前,先创建的一个基于格子的无限世界。

加入自学习的AI

参考资料:
http://www.psychicsoftware.com/redfern_gameon2011_pathfinding_paper_v02.pdf
这个讲的是利用学习玩家行为来做寻路的。
http://research.microsoft.com/en-us/projects/drivatar/default.aspx
这是一个给赛车游戏用的技术,不过只有介绍,没有细节。
http://xpilot-ai.org
这里有一个简单的自称是有学习系统的游戏。
http://en.wikipedia.org/wiki/Black%5F&%5FWhite%5F%28game%29
这个游戏里面的pet是会学习的,你们应该有人玩过,我没有。。所以可以玩过的人来发表一下意见。
http://nerogame.org
这个游戏看起来也挺高级的。http://nn.cs.utexas.edu/keyword?stanley:cig05 这是论文。

其实不一定要在核心Gameplay上用到自学习的AI,就像第一个寻路的例子一样,可能一些功能或者子系统用用也蛮好的。

About DB

用什么数据库呢?
要不先确定是用SQL还是No SQL?
我个人想尝试Redis,但是因为用了Python,我还需要看一下Python和Redis的交互是不是成熟。

做无限的Grid世界,如何控制资源?

@observerss 用类似稀疏矩阵的方式存储数据。
那么显示呢?地上的格子都是某个prefab的instance,然后走到哪里铺设到哪里,对吗?身后消失的格子,是重用他们的instance放到身前,还是有某种delete手段?

Who would join?

这个项目的主旨是给我们一个机会练习前端开发。

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