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@Cu3PO42 I want the graphical debugging be simple and implemented in a language and UI independent fashion using a protocol like the rest of Tank Royale. Note that I just got started, so it is in progress. I split the current schemas into two parts: It is missing the instructions to draw the primitives. It will probably be as simple as a list of primitives to paint for the next turn. The UI will need to draw the primitives, if it supports graphical debugging. And the bots need to tell want they want to draw. That is my thoughts so far. 😊 |
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Hi there!
I understand graphical debugging is currently on the future roadmap and this discussion is not intended as a feature request. However, I am very interested in graphical debugging and am willing to do some exploratory work in that direction. While I'm probably going for a custom solution without the express intent of it ever being upstreamed, I believe it would make sense to start in a direction that might resemble an eventual upstream implementation.
The main challenge I see for graphical debugging is the modular nature of Robocode Tank Royale with potentially varying frontends employing different rendering techniques. Here are the main approaches that I believe could work:
All of these have a fair number of details to work out and tune, but are likely all feasible. Do you have any opinions or feelings regarding this you'd like to share? I'm personally leaning towards implementing the first solution in a fork for my use case and then see what kind of protocol evolves from that.
Thanks for your consideration!
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