From mboxrd@z Thu Jan 1 00:00:00 1970 Received: (from majordomo@localhost) by pauillac.inria.fr (8.7.6/8.7.3) id LAA26243; Fri, 2 Aug 2002 11:02:46 +0200 (MET DST) X-Authentication-Warning: pauillac.inria.fr: majordomo set sender to owner-caml-list@pauillac.inria.fr using -f Received: from concorde.inria.fr (concorde.inria.fr [192.93.2.39]) by pauillac.inria.fr (8.7.6/8.7.3) with ESMTP id LAA26241 for ; Fri, 2 Aug 2002 11:02:45 +0200 (MET DST) Received: from cmailg2.svr.pol.co.uk (cmailg2.svr.pol.co.uk [195.92.195.172]) by concorde.inria.fr (8.11.1/8.11.1) with ESMTP id g7292i525684 for ; Fri, 2 Aug 2002 11:02:44 +0200 (MET DST) Received: from modem-161.bicolor-dottyback.dialup.pol.co.uk ([62.136.230.161] helo=mimbi) by cmailg2.svr.pol.co.uk with smtp (Exim 3.35 #1) id 17aYKX-0005xq-00; Fri, 02 Aug 2002 10:02:41 +0100 Message-ID: <000201c23a04$54f333a0$890bfea9@mimbi> From: "Jonathan Coupe" To: "John Max Skaller" , References: <00c701c236b1$22110fd0$a56fc7c8@behemoth><20020729192313A.sumii@tuba.is.s.u-tokyo.ac.jp> <20020730135205T.sumii@yl.is.s.u-tokyo.ac.jp> <002301c237f5$154edbc0$890bfea9@mimbi> <3D495640.7020806@ozemail.com.au> Subject: Re: Games (Re: [Caml-list] Caml productivity.) Date: Thu, 1 Aug 2002 17:28:59 +0100 MIME-Version: 1.0 Content-Type: text/plain; charset="iso-8859-1" Content-Transfer-Encoding: 7bit X-Priority: 3 X-MSMail-Priority: Normal X-Mailer: Microsoft Outlook Express 5.00.2615.200 X-MimeOLE: Produced By Microsoft MimeOLE V5.00.2615.200 Sender: owner-caml-list@pauillac.inria.fr Precedence: bulk ----- Original Message ----- From: John Max Skaller To: Jonathan Coupe Cc: Sent: Thursday, August 01, 2002 4:39 PM Subject: Re: Games (Re: [Caml-list] Caml productivity.) > >>Chatting with game/CG professionals around me _strengthened_ this > >>impression: the symbolic parts seem even more non-trivial in realistic > >>applications. > >I am a games and realtime 3D professional - and I have to tell you, in the > >nicest way (I hope) this really isn't how things are. I'd suggest that your > >conversations have naturally reflected your own interests. If you want to > >make a balanced assessment of what people do in the real world, try looking > >at some representative books and collections of conference papers - the > >Graphics Gems and Game Gems series would be good starting points. > > > The issue isn't what is done in the real world, by companies that don't > really know > how to develop a game, but what *ought* to be done. It might be your issue; it wasn't *the* one Eijiro and I were discussing. Eijiro was under the mistaken impression that symbolic problems are dominant in the graphics industry. > > It would be nice, for example, if a military game had some small > resemblance to > actual warfare. Military units have intelligence. They operate with > stranding orders > with some reason to believe the orders are effective. They move from > point A to > point B with some kind of common sense. > > Now look at the utterly abysmal routing in most military games, > the totally absurd actions units take, etc. Yes, routing is often poor. It's possible to vastly improve on it. Language change isn't necessary, it's purely a matter of algorithms. People just don't bother. It's easily done with a few heuristics and possibly some stochastic evaluation. - Jonathan ------------------- To unsubscribe, mail caml-list-request@inria.fr Archives: http://caml.inria.fr Bug reports: http://caml.inria.fr/bin/caml-bugs FAQ: http://caml.inria.fr/FAQ/ Beginner's list: http://groups.yahoo.com/group/ocaml_beginners