BGB wrote:

On 4/3/2012 10:47 AM, Miles Fidelman wrote:

Hah. You've obviously never been involved in building a CGF simulator (Computer Generated Forces) - absolute spaghetti code when you have to have 4 main loops, touch 2000 objects (say 2000 tanks) every simulation frame. Comparatively trivial if each tank is modeled as a process or actor and you run asynchronously.

I have not encountered this term before, but does it have anything to do with an RBDE (Rigid Body Dynamics Engine), or often called simply a "physics engine". this would be something like Havok or ODE or Bullet or similar.

There is some overlap, but only some - for example, when modeling objects in flight (e.g., a plane flying at constant velocity, or an artillery shell in flight) - but for the most part, the objects being modeled are active, and making decisions (e.g., a plane or tank, with a simulated pilot, and often with the option of putting a person-in-the-loop).

So it's really impossible to model these things from the outside (forces acting on objects), but more from the inside (run decision-making code for each object).

Miles

--
In theory, there is no difference between theory and practice.
In practice, there is.   .... Yogi Berra


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