Behaviors system in place

Over the last few days I have designed and implemented a basic behaviors system. Taking inspiration from the Flint Particle System (an open source particle system generator for Actionscript), this system allows module developers to use pre-defined behaviors or to create their own, and attach them to flock members. The module developer would have to define a behavior type name, any custom behaviors, and a function to assign behaviors to flock members. Anytime a flock members data object has a behavior type matching that of a module, the modules behavior function will assign appropriate behaviors based on whatever attributes it finds appropriate, e.g. importance, size, or time.

This behavior system will allow module developers to define one of the most crucial components to this entire framework: how information is differentiated in order to catch the users attention.

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