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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