Abstract
Current 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. Discrete simulation supports also continuous simulation and allows rendering and simulation phase independence. The videogames objects behavior and interconnection is modeled by message passing. Discrete games require lower computer power while maintaining the videogame quality. This means that videogame may be run in slower computers or the game quality may be improved (artificial intelligence, collision detection accuracy, increase realism).
This work has been funded by the MCYT TIC2002-04166-C03-01.
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García, I., Mollá, R. (2004). Making Discrete Games. In: Laganá, A., Gavrilova, M.L., Kumar, V., Mun, Y., Tan, C.J.K., Gervasi, O. (eds) Computational Science and Its Applications – ICCSA 2004. ICCSA 2004. Lecture Notes in Computer Science, vol 3045. Springer, Berlin, Heidelberg. https://doi.org/10.1007/978-3-540-24767-8_92
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DOI: https://doi.org/10.1007/978-3-540-24767-8_92
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