Chuck R. wrote:
On Sep 3, 2010, at 1:51 PM, Jesï¿½s Gabriel y Galï¿½n wrote:
On Fri, Sep 3, 2010 at 4:48 PM, Chuck R. [email protected] wrote:
On Sep 3, 2010, at 9:41 AM, Andrew W. wrote:
So how does the logic decide which event takes priority? And what
abstraction could a library provide for something like this? It almost seems
like you would just need to set up some rules, like “Event F always wins”,
“Event K always beats Event D unless some_fact is true”, etc.
On Fri, Sep 3, 2010 at 10:16 AM, Terry M. [email protected]wrote:
Andrew W. wrote:
This sounds interesting. Have you heard of such a library in another
No. Google searches bring up nothing. But then, maybe “Event Resolution”
is the wrong terminology(?)
I think you may want to google “rules engine.” When I did that, I came up with this hit:
Amazing ! We even nearly used the same words
Great minds think alike!
Oh, and further down the list of hits is Ruleby which looks like an
interesting choice. Plus, it’s under active development.
I think a rules engine might be along the lines of what I was looking
for, though I’m not sure rools or ruleby would be any help. Half the
links at rools.rubyforge.org don’t work, including the ones that link to
code examples, so I set that one aside. Ruleby seems to be better
maintained, but to be honest, I still can’t quite figure out the API,
even after looking at the docs and examples. Furthermore, the Ruleby
rules conflict resolution system is not clear to me (FIFO more important
that actual given resolution priority…?) so I’m not sure how it would
integrate into what I want to accomplish with my video game.
I’m thinking now it would just be easier to design my own rules system,
though admittedly I don’t know anything about advanced node-based