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What does RML consist of? |
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Written by David Stocker
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Saturday, 06 October 2007 |
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RML rests on three pillars: actions, stimuli and agents. Actions are the verbs of RML. Taking a drink, casting a spell, operating machinery, dancing and swinging a weapon are all actions. Stimuli are the nouns of RML. The smell of roses, the visual appearance of a character and the sound of footfalls are all stimuli. Stimuli provide the feedback to the player client and the AI and may be crafted for a variety of media; text, 2D, 3D, etc. Agents are the objects and subjects of RML. Agents and Actions exist already in several guises. The concept of the stimulus is our unique contribution. By segregating stimuli – be it text, audio, texture, shader, formatted information for AI engines, etc. – we aim to free the designer to think about what he wants to create. The client is simply a window on the world. |
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Last Updated ( Saturday, 06 October 2007 )
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Written by David Stocker
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Saturday, 06 October 2007 |
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A designer can create a beautiful ruleset, but without a way to run it. It is just a collection of XML documents. Angela is a prototype modular RML interpreter, designed to be flexible enough to work with a wide variety of engine layouts; single process, multi-process zoned or multi-process seamless. |
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Last Updated ( Saturday, 06 October 2007 )
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What is the Ruleset Modeling Language? |
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Written by David Stocker
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Saturday, 06 October 2007 |
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RML is a vocabulary for designing the physics - a ruleset - of a virtual world. It is intended for modern asynchronous platforms, is modular and re-useable. |
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Last Updated ( Saturday, 06 October 2007 )
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