Re: [Twisted-Python] Hacking Reality

I would be interested in helping to develop reality further. Where do I sign? ChrisH, back after two and a half weeks away from computers -- This transmission is for the intended addressee only and is confidential information. If you have received this transmission in error, please delete it and notify the sender. The contents of this e-mail are the opinion of the writer only and are not endorsed by the Mincom Group of companies unless expressly stated otherwise.

On Wed, Oct 10, 2001 at 10:21:20AM +1000, Chris.Hadgis@mincom.com wrote:
I would be interested in helping to develop reality further.
Where do I sign?
ChrisH, back after two and a half weeks away from computers
Well, your timing is interesting. I just got a phone call last night from Glyph, and we talked a bit about how the new spatial simulation system is _not_ to be developed inside twisted.reality, but as a separate package. Twisted.reality still does need a lot of work, and glyph pointed out a few things to me that need done: 1) Re-do the broadcasting system. It's kind of a mess now. I've taken a _look_ at this, but I'm not really sure where to take it. IIRC you were the guy who was interested in this before, so if you could do a little work in this area it'd be great. 2) Get rid of the 'reality' reference inside things. Glyph says this would apparently reduce memory footprint by a huge amount. I think I'll analyze exactly how much work getting rid of this is going to mean. Obviously it's not just a simple "ok, delete all code using thing.reality" -- it's a big structural change (Realities should reference things, and not the other way around) 3) Get rid of the global object dicts. This would probably be a lot of work as a lot of code would get touched by this. As glyph has preached before, "Twisted represents a huge directional graph" -- things can get references to each other any number of ways, without a global thing store. So, now that Reality and ImaginarySpatialSim are no longer together, I'd like to know how the heck we're going to do this. Jason, any thoughts? I still have some doubt that there is no common ground between a textual and a spatial simulation, and I still dream of a game that both textual and spatial representation of objects is possible (I suppose this would be possible even without a tighter "integration" of reality and SpatialSim, ie, class MyThingy(reality.Thing, spatial.Thing)). The ideas that Jason has told me about in the past seem to promising for me to give up the idea of an integrated "simulation" system for Twisted (even though Glyph professes to me that Twisted _is_ the simulation system, but...). Ehh, that last paragraph was pretty much a braindump. But I am kinda tired of being completely clueless about how all this stuff is gonna fit together. -- Chris Armstrong | carmstro@twistedmatrix.com | cjast3@robert-morris.edu Web Page: http://purl.org/net/ChrisArmstrong
participants (2)
-
Chris Armstrong
-
Chris.Hadgis@mincom.com