On 4/8/2012 8:26 PM, Miles Fidelman wrote:
BGB wrote:
On 4/4/2012 5:26 PM, Miles Fidelman wrote:
BGB wrote:
Not so sure. Probably similar levels of complexity between a
military sim. and, say, World of Warcraft. Fidelity to real-world
behavior is more important, and network latency matters
Going back to this post (to avoid distraction), I note that
Aggregate Level Simulation Protocol
and its successor
High Level Architecture
Both provide time management to achieve consistency, i.e. so that the
times for all simulations appear the same to users and so that event
causality is
David Barbour wrote:
Going back to this post (to avoid distraction), I note that
Aggregate Level Simulation Protocol
and its successor
High Level Architecture
Both provide time management to achieve consistency, i.e. so that
the times for all simulations appear the same to users and so that
Distributed time-management can be problematic for scaling.
There are solutions for it. They involve structuring communication so time
management can be performed locally and incrementally rather than as a
global pass. Lightweight time warp protocol does this with a little
hierarchy. My reactive
Dear Julian,
On Apr 9, 2012, at 19:40 , Julian Leviston wrote:
Also, simply, what are the semantic inadequacies of LISP that the Maru
paper refers to (http://piumarta.com/freeco11/freeco11-piumarta-oecm.pdf)? I
read the footnoted article (The Influence of the Designer on the Design—J.