#109562 - sgeos - Sun Nov 19, 2006 9:57 am
Seems like it might be kind of interesting to write a game that revolves around cloning the entire program state. I'm thinking something along the lines of:
A) Start with a single state.
B) State clones are either automatic and time based or user controlled (or both).
C) The user can only interact with one state at a time.
D) All states are updated with or without user input.
E) User interaction causes a state to fall out of sync with its clone. (presumably in a positive way)
F) PC- each state has a different window. DS- only two states visible at a time.
G) At the end of the session, the score is based on one or all states.
I could also see pruning states, either as a way to make things more manageable, or as a way to cap resources. Actually cloning the program state might be a crude way to pull something like this off.
-Brendan
A) Start with a single state.
B) State clones are either automatic and time based or user controlled (or both).
C) The user can only interact with one state at a time.
D) All states are updated with or without user input.
E) User interaction causes a state to fall out of sync with its clone. (presumably in a positive way)
F) PC- each state has a different window. DS- only two states visible at a time.
G) At the end of the session, the score is based on one or all states.
I could also see pruning states, either as a way to make things more manageable, or as a way to cap resources. Actually cloning the program state might be a crude way to pull something like this off.
-Brendan