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I’m sure there are efficiencies to be found that would make simulating it viable. It’s graphics that are compilationally expensive, far more so than simulation, I think. Shadows of Doubt does it!
Most video game developers are not great computer scientists. I’m not saying this with any dispersion, but it’s true. If you’re going to have a distributed agency model simulated, you have to deal with cross-processor, cross thread, or even cross machine, data structures. Either a lockless data structure, or some locking mechanism that doesn’t have a tremendous critical path. It could be outsourced to a database outside of the game engine. But it gets computationally complex
I can believe that. I focus on data science so these things seem (relatively) simple to me… or perhaps not simple, but exciting to work with haha! But then I’ve looked with horror at the things you have to write to get graphics working.
I’m sure there are efficiencies to be found that would make simulating it viable. It’s graphics that are compilationally expensive, far more so than simulation, I think. Shadows of Doubt does it!
Most video game developers are not great computer scientists. I’m not saying this with any dispersion, but it’s true. If you’re going to have a distributed agency model simulated, you have to deal with cross-processor, cross thread, or even cross machine, data structures. Either a lockless data structure, or some locking mechanism that doesn’t have a tremendous critical path. It could be outsourced to a database outside of the game engine. But it gets computationally complex
Something like this https://aeplay.org/citybound
Or even dwarf fortress
I can believe that. I focus on data science so these things seem (relatively) simple to me… or perhaps not simple, but exciting to work with haha! But then I’ve looked with horror at the things you have to write to get graphics working.