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Making Discrete Games

  • Inmaculada García
  • Ramón Mollá
Conference paper
Part of the Lecture Notes in Computer Science book series (LNCS, volume 3045)

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).

Keywords

Computer Game Discrete System Continuous System System Load Scene Graph 
These keywords were added by machine and not by the authors. This process is experimental and the keywords may be updated as the learning algorithm improves.

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Copyright information

© Springer-Verlag Berlin Heidelberg 2004

Authors and Affiliations

  • Inmaculada García
    • 1
  • Ramón Mollá
    • 1
  1. 1.Computer Graphics Section Dep. of Computation and Computer SystemsTechnical University of Valencia 

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