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A Mover-”component” should just produce a translation vector over time from user-input — nothing more!

And if we want it to be a bit random, we just compose the output with the random function in the game-object definition.

For javascript demonstrations please visit the Stu Nicholls website which will take you to another of my sites which is dedicated to demonstrations using CSS and minimal, unobtrusive, javascript.

Please , please, please note that for most of my demonstrations to work, especially in Internet Explorer, you MUST use a standards compliant !

CSS PLAY, by the way, is now listed on the w3website.

So I have created this site in the hope that it will help newcomers to CSS and show old hands that it is more than just a mechanism for styling your documents. Because CSS PLAY deals with experimental CSS that is exactly what you get JUST CSS, no javascript or any other programming language has been used in any of the demonstrations.

Component-based software engineering can still be applied in this environment on higher level, like the communication between subsystems or game-objects, but not on the level of game-object functionality level!

[...] A component model defines specific interaction and composition standards.

[...] In plain English: “In order to allow a new component to be added to an existing environment of components in a game-object and automatically communicate with each other, the communication protocol between the components has to be predefined“.

Even with components you define the player game-object specifically at some point: Player = Position Component Visual Component Input Component.

In FRP everything is based upon time, thus time should be abstracted away into “time dependent functions” (behaviors).