on 7/13/2012 7:10 AM
It’s been forever since I last posted, I worked quite a bit on PezHack and then stopped for a while.  I’m back to it now.  In this post I will describe a technique I used to greatly reduce the amount of code and abstract away some repetitive imperative code. The Problem PezHack is a turn based game. The screen does not re-render itself all the time like a real-time game, but only when something changes and at the end of a the player’s turn.  The agent-based approach I used to separate the various sub syste[...]
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