

To go from 'fluid simulation' to 'world simulation', we will need to add more complexity to the cellular automata system. Of course, simulating the flow of people does not in itself produce interesting world simulation. Fluid simulation itself is also an expensive operation, but there is a shortcut: some forms of cellular automata can be used to roughly simulate similar outcomes and have indeed been used to great effect to simulate the flow of human beings through an environment. The simulation of large crowds can often be done by assuming that human-like agents, when simulated en masse, tend to behave in a way that simulates the properties of a fluid. To solve this problem, we'll have to borrow from other areas of research.

Take a look at Dwarf Fortress: with little more than a handful of dwarves, the game begins to lag. Simulating the intentions, objectives and actions of hundreds of thousands of entities in the world cannot usually be done in real-time. World simulation on a large scale is a complex problem. Make sure to stop by and say hi in the Discord, his handle is World Sim Hopefully this will lead to some exciting progress on Veloren.
#CODING CONWAYS GAME OF LIFE SFML FULL#
No art section this week, but we'll return next week with a full blog! The blog this week was edited by with a section on world sim by himself! Programming Wollay Big news this week, we've finally heard from Wollay! In other news, lots of info on the world sim system.
