Making discrete games

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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). © Springer-Verlag Berlin Heidelberg 2004.

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APA

García, I., & Mollá, R. (2004). Making discrete games. Lecture Notes in Computer Science (Including Subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics), 3045, 877–885. https://doi.org/10.1007/978-3-540-24767-8_92

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