Hello all programmers!
Just wondering if you have any main architectural styles or guidelines thought out at this point? I read the plans on the website, but I can't claim having any revelation on *why* certain structure is used. Furthermore, there was no division between client side and server side components, though as an inexperienced programmer I wouldn't know if this is important.
My layman's vision for the architecture would be some sort of publisher-subscriber system where the components would subscribe to receive the events they're interested in and themselves publish events. This would allow the best upgradeablity for the game, since you could start out with a relatively simple prototype and add complex entities like religions, companies, characters and whatever the designers might come up with in the future with minimal or no changes to the existing components. Any sense in this?
(The current model, if I have understood correctly, is that you have an Event Manager object where all the events of a turn are stored; then other objects query events from EM. The way I see it, this leads to massive polling by other components and needless to say, in a game of this complexity there would be a stunning number of events each turn.)
I'm interested in this topic since I someday would like to contribute to the programming of the game, and since I'm definitely not a hack I'd like the general architecture to be as easily modifiable as possible. Please don't hesitate to bash my ideas; that's the best way to learn!

[This message has been edited by Leland (edited December 31, 2000).]
Just wondering if you have any main architectural styles or guidelines thought out at this point? I read the plans on the website, but I can't claim having any revelation on *why* certain structure is used. Furthermore, there was no division between client side and server side components, though as an inexperienced programmer I wouldn't know if this is important.
My layman's vision for the architecture would be some sort of publisher-subscriber system where the components would subscribe to receive the events they're interested in and themselves publish events. This would allow the best upgradeablity for the game, since you could start out with a relatively simple prototype and add complex entities like religions, companies, characters and whatever the designers might come up with in the future with minimal or no changes to the existing components. Any sense in this?
(The current model, if I have understood correctly, is that you have an Event Manager object where all the events of a turn are stored; then other objects query events from EM. The way I see it, this leads to massive polling by other components and needless to say, in a game of this complexity there would be a stunning number of events each turn.)
I'm interested in this topic since I someday would like to contribute to the programming of the game, and since I'm definitely not a hack I'd like the general architecture to be as easily modifiable as possible. Please don't hesitate to bash my ideas; that's the best way to learn!

[This message has been edited by Leland (edited December 31, 2000).]
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