Posts tagged "simulation"
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Activity, Objective, Task, Action
The four-layer behavior hierarchy behind Westworld of Warcraft: what crosses the wire, why the objective enum is deliberately expensive to extend, and how objective sequences get generated from the world database at runtime.
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Two Ways to Wear a Character
How Westworld of Warcraft drives characters two ways at once: CLR injection into a live game client as ground truth, a pure C# implementation of the WoW protocol as the fleet, and the parity discipline that keeps them honest.
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Westworld of Warcraft: A Server That Plays Itself
Series opener for Westworld of Warcraft: why I am building a server that behaves like it has a thousand people on it, the 3,000-character population shape, the layered .NET architecture, foreground and background execution modes, and the invariants that survive...