Computer Graphics International 2004 (CGI'04) From Continuous to Discrete Games Crete, Greece June 16-June 19 ISBN: 0-7695-2171-1
Computer games follow a scheme of continuous simulation, coupling the rendering phase and the simulation phase. That way of operation has disadvantages that can be avoided using a discrete event simulator as a game kernel. This paper proposes to integrate a discrete event simulator (DESK) to manage the videogames events. The videogame kernel used is Fly3D. The new kernel is called DFly3D. It allows a discrete event simulation scheme and the rendering and simulation phase independence. The integration objective has been to maintain the Fly3D main structure and functionality, changing only the events management. The videogames objects behavior and interconnection is modeled by message passing. Maintaining the videogame quality, the video-games created using DFly3D allow to reduce the computer power used to execute it. That allows to execute the videogame in computers with less computing power or to improve the game quality.
Citation:
Inmaculada Garc?, Ram? Moll?, Pedro Morillo, "From Continuous to Discrete Games," cgi, pp.626-629, Computer Graphics International 2004 (CGI'04), 2004 Usage of this product signifies your acceptance of the Terms of Use. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||