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From Continuous to Discrete Games  (Make Corrections)  
Inmaculada Garca, Ramn Moll, Pedro Morillo Technical University of Valencia ...



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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 DFly3D. It allows a discrete event simulation scheme and the rendering and simulation phase independence. The... (Update)

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BibTeX entry:   (Update)

@misc{ ramn-from,
  author = "Inmaculada Garca Ramn",
  title = "From Continuous to Discrete Games",
  url = "citeseer.ist.psu.edu/675898.html" }
Citations (may not include all citations):
42   The Decoupled Simulation Model for Virtual Reality Systems - Shaw, Liang et al. - 1992  ACM   DBLP
4   A Brief Architectural Overview of Alice, a Rapid Prototyping.. (context) - Pausch, Burnette et al. - 1995
2   Computer Games Technology: Real-Time Rendering and Software (context) - Watt, Policarpo - 2001
1   Prentice Hall International Series in Industrial and Systems.. (context) - Banks, Carson et al. - 2001
1   DESK Discrete Events Simulation Kernel (context) - Garca, Moll et al. - 2000
1   GDESK: Game Discrete Events Simulation Kernel - Garca, Moll et al. - 2004
1   Computer Games (context) - Watt, Policarpo - 2003  ACM
1   SMPL - A Simple Portable Simulation Language (context) - MacDougal - 1980
www.idsoftware.com/archives/doomarc.html
http://crystal.sourceforge.net/drupal/
www.gamers.org/dEngine/quake/
http://www.conitec.net/

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