Most recent edit on 2006-01-08 22:53:50 by dialup-4.224.54.64.Dial1.Cincinnati1.Level3.net
Additions:
Examples of deterministic data include ships (which can be maneuvered and assigned orders), asteroids (which can be harvested for RUs), dust clouds (which inflict ion damage on ships), and nebulae (which inflict radiation damage on ships). Examples of non-deterministic data include clouds (which only obscure the player's vision -- an indirect affect on gameplay) and pebbles (which do absolutely nothing).
Deletions:
Examples of deterministic data include ships (which can be maneuvered and assigned orders), asteroids (which can be harvested for RUs), dust clouds (which inflict ion damage on ships), and nebulae (which inflict radiation damage on ships). Examples of non-deterministic data include clouds (which obscure the player's vision (but this only has an indirect affect on the outcome of the game)) and pebbles (which do nothing).
Edited on 2006-01-08 22:52:56 by dialup-4.224.54.64.Dial1.Cincinnati1.Level3.net
Additions:
Examples of deterministic data include ships (which can be maneuvered and assigned orders), asteroids (which can be harvested for RUs), dust clouds (which inflict ion damage on ships), and nebulae (which inflict radiation damage on ships). Examples of non-deterministic data include clouds (which obscure the player's vision (but this only has an indirect affect on the outcome of the game)) and pebbles (which do nothing).
Deletions:
Examples of deterministic data include ships, asteroids (which can be harvested for RUs), dust clouds (which inflict ion damage on ships), and nebulae (which inflict radiation damage on ships). Examples of non-deterministic data include clouds (which obscure the player's vision (but this only has an indirect affect on the outcome of the game)) and pebbles (which do nothing).
Oldest known version of this page was edited on 2005-08-27 11:24:38 by MiKail []
Page view:
Deterministic
Refers to deterministic data. Deterministic data is data that can directly influence the otcome of a game. Level files have a "determ" function (for deterministic data) and a "nondeterm" function (for non-deterministic data).
Examples of deterministic data include ships, asteroids (which can be harvested for RUs), dust clouds (which inflict ion damage on ships), and nebulae (which inflict radiation damage on ships). Examples of non-deterministic data include clouds (which obscure the player's vision (but this only has an indirect affect on the outcome of the game)) and pebbles (which do nothing).
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