DocumentCode
3117469
Title
From continuous to discrete games
Author
García, Inmaculada ; Mollá, Ramón ; Morillo, Pedro
Author_Institution
Valencia Tech. Univ.
fYear
2004
fDate
19-19 June 2004
Firstpage
626
Lastpage
629
Abstract
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 DFlySD. It allows a discrete event simulation scheme and the rendering and simulation phase independence. The integration objective has been to maintain the FlySD 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 videogames created using DFlySD allow reducing 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
Keywords
computer games; discrete event simulation; message passing; operating system kernels; rendering (computer graphics); DflySD kernel; Fly3D; computer games; discrete event simulator; discrete game; game kernel; message passing; rendering; videogame quality; videogames events management; Computational modeling; Computer languages; Computer simulation; Discrete event simulation; Games; Kernel; Layout; Libraries; Message passing; Object oriented modeling;
fLanguage
English
Publisher
ieee
Conference_Titel
Computer Graphics International, 2004. Proceedings
Conference_Location
Crete
ISSN
1530-1052
Print_ISBN
0-7695-2171-1
Type
conf
DOI
10.1109/CGI.2004.1309278
Filename
1309278
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