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    How to spawn a buddy?

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    • D
      Deeeds @Deeeds
      last edited by Deeeds

      @iTap-Development @Aidan-Oxley I found the problem.

      Buddy's Receiver is set by creating a copy of what's in the variable for itself, it's not a reference to the variable's contents (nor is looking contents via a pointer etc). So once it gets a value from the variable, it's got its own copy and isn't actually looking at the variable's contents to know what it's listening to.

      In the initial Spawning, he's getting a null as the receiving channel because the variable hasn't yet been initialised.

      And that never changes, even when the variable's value changes.

      A very slight delay before activating the receiver forces it to set itself with that variable after the variable has been initialised with the value of the previously received ChannelID from his Mate.

      This goes back to my other point, somewhere else, that I think broadcasting might be quite efficient, and that @hamed is setting up fast lookup tables for messaging and been a clever fella about how he's done messaging, even if nobody has bothered to describe how/why it works the way it does.

      iTap DevelopmentI 1 Reply Last reply Reply Quote 0
      • iTap DevelopmentI
        iTap Development @Deeeds
        last edited by iTap Development

        @Deeeds that’s why I suggested sharing a project! Glad you figured it out!

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        • D
          Deeeds @iTap Development
          last edited by

          @iTap-Development How would that help to share a project for that?

          This is why I asked you about conceptual thinking.

          The question contains the problem.

          iTap DevelopmentI 1 Reply Last reply Reply Quote 0
          • iTap DevelopmentI
            iTap Development @Deeeds
            last edited by

            @Deeeds because I could have looked at it and potentially found the problem, especially since I’ve built similar before.

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            • D
              Deeeds @iTap Development
              last edited by

              @iTap-Development I'll say this once again:

              The problem is CONCEPTUAL!

              How does one do this kind of thing in this engine with its limited sense of relationships?

              That is the question and the problem.

              This is not about one specific effort, this is about understanding the limitations of this engine and its approaches to relationships.

              Is it making sense what I'm asking, now?

              iTap DevelopmentI 1 Reply Last reply Reply Quote 0
              • iTap DevelopmentI
                iTap Development @Deeeds
                last edited by

                @Deeeds you asked a specific question about a specific problem you were having with a specific behavior. Sure, you are wondering about the concept, but also specifically asked, “can a receiver use a variable as the Event Key?”. So stop with the concept nonsense.

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                • D
                  Deeeds @iTap Development
                  last edited by

                  @iTap-Development It's in the very first word of the original post:

                  "imagine"

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                  • D
                    Deeeds @iTap Development
                    last edited by

                    @iTap-Development Think outside the bun.

                    The question, the Original post, is the problem trying to be solved. That is a CONCEPTUAL problem.

                    Along the way to solving that might be some examples, and I posited one, a buddy relationship. You're welcome to use other examples. But the problem remains conceptual. How does one reference a buddy of a spawned mate?

                    Whilst I thought I'd solved this problem, I have not.

                    Can you demonstrate that it's possible?

                    That might be a better way to use your literalist thinking.

                    Here's the example that demonstrates the problem.

                    Spawning 3 mates.

                    Each mate then spawns a buddy.

                    Each mate wants to be able to communicate with his buddy.

                    Is this possible in this engine?

                    At this point, I'm saying no. It seems broadcasting gets hung up around the first instance for the spawned buddy.

                    iTap DevelopmentI 3 Replies Last reply Reply Quote 0
                    • iTap DevelopmentI
                      iTap Development @Deeeds
                      last edited by iTap Development

                      @Deeeds I’ll see about building that....I might not have time tonight, but I’ll try.

                      D 1 Reply Last reply Reply Quote 0
                      • iTap DevelopmentI
                        iTap Development @Deeeds
                        last edited by iTap Development

                        @Deeeds what would you like them to communicate?

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                        • iTap DevelopmentI
                          iTap Development @Deeeds
                          last edited by

                          @Deeeds is having the mate and buddy see each other’s position and move based on the position(or something like that) good enough?

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                          • D
                            Deeeds @iTap Development
                            last edited by

                            @iTap-Development For an example of communication, think of something that can only be seen internally by mate and buddy. Say, for example, the result of some calculation in Mate that he wants to share with his buddy.

                            iTap DevelopmentI 1 Reply Last reply Reply Quote 0
                            • D
                              Deeeds @iTap Development
                              last edited by

                              @iTap-Development and CHEERS ! For the time and consideration. THANK YOU!

                              KamdroidK 1 Reply Last reply Reply Quote 0
                              • KamdroidK
                                Kamdroid @Deeeds
                                last edited by

                                @Deeeds Yes, it is possible, but not as easy as you’d like.

                                This is for my new “KrystalOS” (touch-screen OS simulator)
                                I’ve successfully made a Loop spawn my “App_Base” object, each of their X coord is unique (in the spawn Loop, SpawnObjectX = LoopIndex).

                                After this loop finishes, another loop runs which broadcasts to each individual app by using their unique broadcast key (from the x position) in the broadcast, I send them their App Name and App Index.

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                                • iTap DevelopmentI
                                  iTap Development @Deeeds
                                  last edited by

                                  @Deeeds great! I’ll see what I can do.

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                                  • D
                                    Deeeds @Kamdroid
                                    last edited by

                                    @Kamdroid This is very similar to my testbed.

                                    The initial loop is exactly like yours, the index is used as an ID for the spawned objects.

                                    Then the spawned objects are each spawning One buddy for themselves, and giving him that ID as channel to receive messages on.

                                    Then the "master" will sometimes send details about events in its world to its buddy. And this is where things aren't working as expected, or reliably.

                                    That I need to go to this degree of bother is also INFURIATING me. It's not often I beg for encapsulation and polymorphism. But I do today.

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                                    • D
                                      Deeeds @Kamdroid
                                      last edited by

                                      @Kamdroid This has taught me a very dirty trick. I spawn the objects to a position of x based on their index, and then, inside them, use a "get position" to create their ID, then use an array of their desired positions to move them where they should, also based on that index value, as their desired position is in that array.

                                      KamdroidK 1 Reply Last reply Reply Quote 0
                                      • KamdroidK
                                        Kamdroid @Deeeds
                                        last edited by

                                        @Deeeds I honestly don’t find it too dirty, it’s quite easy to implement

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                                        • D
                                          Deeeds @Kamdroid
                                          last edited by

                                          @Kamdroid It has an upside, no need for that 0.017 delay before getting doing things internally.

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                                          • HamedH
                                            Hamed Admin
                                            last edited by

                                            How I usually handle initialization is by creating a receive message behavior and call it initialize. And every time you spawn an object, broadcast initialize.

                                            Then on the initialize, get a value from a global count somewhere on your scene like an object on global ui that has an attribute like count. Then set the spawned objects “id” attribute to that count. Then increment that count.

                                            Now, the spawned object has an id that you can use before the next time step!

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