AI-based world behaviour for emergent narratives
Proceedings of the 2006 ACM SIGCHI international conference on Advances in computer entertainment technology
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Computer games follow a scheme of continuoussimulation, coupling the rendering phase and thesimulation phase. That way of operation hasdisadvantages that can be avoided using a discreteevent simulator as a game kernel. This paper proposesto integrate a discrete event simulator (DESK) tomanage the videogames events. The videogame kernelused is Fly3D. The new kernel is called DFly3D. Itallows a discrete event simulation scheme and therendering and simulation phase independence. Theintegration objective has been to maintain the Fly3Dmain structure and functionality, changing only theevents management. The videogames objects behaviorand interconnection is modeled by message passing.Maintaining the videogame quality, the video-gamescreated using DFly3D allow to reduce the computerpower used to execute it. That allows to execute thevideogame in computers with less computing power orto improve the game quality.