It is a play on words, you see. It isn’t actually a quantum state as in quantum physics, but as in the Quantum Game Library state machine class Quantum_State. I was reading about state machines and how developers build libraries to make it easier to test, I was thinking of doing something similar for the QGL. It could also help with the Fuzzy Logic part of the AI library.
There are such things as Fuzzy States and I could either extend the Quantum_State or use its functionality to be used with the Fuzzy Logic part.
Pathfinding Update
I did some more research of the Dijkstra pathfinding class and I’m really wondering if I should include it. I could finish it, use the code to finish the A* algorithm and then move the pathfinding classes over to the Quantum Namespace. It would remove the Dijkstra pathfinding, but it would make the classes shorter.
Quantum_Path – Ai_Pathfinding_Astar
Quantum_Path_Exception – Ai_Pathfinding_Exception
Quantum_Path_Heuristic_Interface – Ai_Pathfinding_Astar_Interface
…and so on
What I have so far for the Dijkstra will be massively slow and really inefficient. Plus, it should only find one end point and not multiples like I had wanted. I believe that the Pathfinding will be due for another major overhaul before the end of this month (depending on exactly how much more work I put into the Dijkstra classes before I work on another Quantum Game Library component).
Possibly Related Posts:
- Game Engine Development and Open Source
- Plans for Base CMS
- Bullet: E-Book Library Management and Content Server
- Using ZendFramework 2 beta1 For Directory Project
- Project Plans
As a wise man once said, better to include an imperfect solution than exclude it in open source. Half the problem is that you seem to need extra hands at the till to get a fresh perspective from someone who could help. Also optimisation should not be a concern at the moment – if it works and takes a full minute, the only important factor is that it…works. Optimisation may or may not come later – it’s irrelevant early one.
I remember looking at state machines in PHP. Very little material, or relevant. I bookmarked a grand total of two links back then but haven’t revisited since. One was a Finite State Machine in PEAR:
http://pear.php.net/package/FSM
http://www.cs.utexas.edu/users/mcguire/notes/infernal-device.html
May or may not be useful…
I’m sorry, I wasn’t clear, I’m going to finish it, because I need to know that it works. However the final product that will be included with the Quantum Game Library, will probably just be A*. However, if you still want the Dijkstra, then I could finish up the factory class that I have on the working copy.
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I just thought it was somewhat funny given the Library name and the Possible component name.