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We want to run the evaluation one evaluator at a time. Once the evaluator runs, look for any triggers that might have occurred. If any, run those evaluators. The interesting problem is, what order should the triggers be evaluated. For example, we are in a bonus game and that triggers some other evaluation. It would make sense from a presentation standpoint to evaluate that trigger first. From an evaluation standpoint, unless the result has some effect later on, it shouldn't matter when that item is evaluated.
The text was updated successfully, but these errors were encountered:
This is still mostly unsolved for generic evaluators that can add whatever information the want. If the future evaluators need information from previous ones they need to be connected somehow. I guess the future evaluators could query the context for types of evaluation info and act accordingly based on existence of that data. I feel this kind of problem has to have been solved as part of adesign pattern.
I think rather than trying to find a way to make the entire thing data driven, we should at least have some game specific code to glue together the evaluators. I think this is the most flexible way and will allow games to be able to put together complex games without having to dig through and find the correct data to set.
We want to run the evaluation one evaluator at a time. Once the evaluator runs, look for any triggers that might have occurred. If any, run those evaluators. The interesting problem is, what order should the triggers be evaluated. For example, we are in a bonus game and that triggers some other evaluation. It would make sense from a presentation standpoint to evaluate that trigger first. From an evaluation standpoint, unless the result has some effect later on, it shouldn't matter when that item is evaluated.
The text was updated successfully, but these errors were encountered: