[DGD] Differential Calculus

Shentino shentino at gmail.com
Fri Oct 13 23:20:37 CEST 2006


I actually meant things like recovery of HP, bleeders, and continuous damage.

On 10/13/06, Par Winzell <zell at skotos.net> wrote:
> Shentino wrote:
> > Ok, I just had an interesting idea...
> >
> > I was doing something similiar in a physics simulation, recording
> > position, velocity and acceleration to do an event-driven as opposed
> > to timer tick driven simulation, and thought maybe it could be
> > extended.
>
> Huh? What kinds of events? And if you record position, velocity and
> acceleration, what's left to simulate when your events occur?
>
> I assume you're suggesting that when you get an event you can record it
> like  "add (dx, dy, dz) to the acceleration vector at time t" and then
> when e.g. position or velocity is queried on the object, you integrate
> forward from the last update to the current?
>
> That can make sense for things like computer-controlled entities in the
> world (although I'm not sure why they'd be generating events that do not
> depend in any way on the current state of the entity), so only the parts
> of the world where players are use up CPU cycles... but... uh... it's of
> fairly limited use, I think.
>
> Unless I misunderstood.
>
> Zell
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