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Levels of Abstraction

Started by March 29, 2009 08:02 PM
50 comments, last by Platinum_Dragon 15 years, 10 months ago
Quote:
In your system, I could create a character that steals everyone's stuff, have the omniscient government increase my bounty, hide, and rendervouz with my alt to earn the bounty I worked using my thief.

A way to counteract this may be to give life a cost. You need to spend X gold per month to survive.
That way alts need to be fully played too.
You want me to implement a poll tax? But isn't that the reason why we have all of the revolutions from the 18th century to modern times? Giving life a cost is difficult to implement. Companies usually do so by having the players pay subscription, but I'm a loner with only a few knowledge of programming to the point where I cannot program anything. The survival of the character is already very low because you cannot live long in the middle of battlefield. That is why I created a strong FPS situation, but also an RPG situation. The player have to be able to survive the FPS situation to enter the RPG situation where they can survive better, effectively make the situation like this:

Have FPS skills = higher survival rate
Not Have FPS skills = lower survival rate

Therefore, if you have low FPS skills, it is best for you to be a follower of a faction to increase your survival. Governments are formed in a similar way that gangs are formed [they are formed for the members to feel safe]. The only difference is that they have a code of honor about them, and this is how they get "popular support," the most important aspect to maintain the government, so that there will not be a revoltion. My game world is the same as forming gangs or government. That is where all players start. They will implicitly learn how these groups are formed when they die enough times!

Offtopic: Unknown to most, people learn words before letters. They learn words by learning to speak before they learn to write. In analogous, they learn high level language before low level language. 3rd Generation languages are like words, 2nd generation language are like letters. That is why some people with only high level language knowledge say assembly is hard. They are still at the point before they enter kindergarten in the programming languages, but they will have to enter it soon, or their program will just eat up computer resources.
I use QueryPerformanceFrequency(), and the result averages to 8 nanoseconds or about 13 cpu cycles (1.66GHz CPU). Is that reasonable?
I though that the assembly equivalent to accessing unaligned data would be something similar to this order:

  • move
  • mask
  • shift
  • move
  • mask
  • shift
  • or

    So it seems reasonable to say that it takes 14 cycles for unaligned data since we'll have to do the series of instructions once to access and once to assign?

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