lol -- I'm just reading this thread -- I have one other consideration: You have players which are objects with their own attributes and goals and the ability to make decisions. And you set it up so they have to look around the field and see someone before knowing that player is there. If you really want to get elaborate, you could also add more powers of observation to the object O, so he could detect and process the fact that the other player P is looking at player Q and therefore knows Q's whereabouts; also whether player P is looking back at O and so P and O know each other's whereabouts. Well, you can get as realistic or as comical as you want. Happy hacking. --le ----- Original Message ----- From: Ken Perry To: programmingblind@xxxxxxxxxxxxx Sent: Tuesday, September 28, 2010 9:21 PM Subject: RE: Object Orientation And Game Programming Question Nope each object ahs their own AI and depending if one is Gay straight strong or week you could have a fight or a well.. Ken From: programmingblind-bounce@xxxxxxxxxxxxx [mailto:programmingblind-bounce@xxxxxxxxxxxxx] On Behalf Of The Elf Sent: Tuesday, September 28, 2010 4:53 PM To: programmingblind@xxxxxxxxxxxxx Subject: Re: Object Orientation And Game Programming Question nono, if two objects/players occupy the same area on the field, you get "smash" and a random roll with solution percentage rates altered by player stats determines who wins smile elf Moderator, Blind Access Help Owner: Alacorn Computer Enterprises Specialists in customized computers and peripherals - own the might and majesty of a Alacorn! www.alacorncomputer.com proprietor, The Grab Bag, for blind computer users and programmers http://grabbag.alacorncomputer.com ----- Original Message ----- From: E.J. Zufelt To: programmingblind@xxxxxxxxxxxxx Sent: Monday, September 27, 2010 10:47 AM Subject: Re: Object Orientation And Game Programming Question Let me add my 2 cents, because I love objects and am procrastinating. 1. A field should be able to contain players. 2. A player should have location as a state. 3. A player's location will need to be a region (field, bench, etc). 4. If player is on field then they need to be in one of the locations of the field (field object should provide its bounds to user object) 5. When user attempts to move to new location on field it must ask field for permission to move to make sure it is possible (not occupied). 6. If location on field is occupied (have fun figuring out who gets to win the battle for the location) Everett Zufelt http://zufelt.ca Follow me on Twitter http://twitter.com/ezufelt View my LinkedIn Profile http://www.linkedin.com/in/ezufelt On 2010-09-27, at 1:32 PM, QuentinC wrote: Hello, I think you should do it as logical and as similar to the real life as possible. IN the real life, the player knows only where he is In a player perspective, if he want to get informations about other players, he should ask his environment. IN this case, the field. In its side, a field should know who are on it, to be able to give information to the players. You have a bidirectionnal association. One side of the association may be useless, depending on the situation, it's impossible to tell you without a more precise example. It depends on what a player can do with the field, and what the field can do with the players. IN the football example, the field would probably be just a container which can only let players enter and exit and allow to iterate through the players who are in game.