Hi, Im new in the forum. Sorry if i do things wrong.
Well, I need an advice in the design of a simulator that im developing to contrast with the decisions ive made. Basically I have a group of simulable entities that form my system which have different behaviors durign time. This entities have properties that also depend on time, and all entities contributes in each time step constructing equations that solves one time step. This equations depends on the behavior associated to the entity. But each entity could have more than one behavior. For example, if i want to simulate transit with its equations suppose we have two cars. First i wanna have both cars with full detailed (four wheels, exact geometry, etc). Each one of this representations is associated with a behavior, in this case my model will generate equations according to each behavior. Suppose that one car stops since 10th timestep, then i want to represent that car simply like a point in space, and equations associated with that car will get simpler. I wanna know which design patterns you would apply knowing that the behaviors can stay unchanged for a while and is not good to recalculate behaviors each timestep. Also wanna know how you solve the fact of having hierarchy in entities and also in behaviors, and that the change of one behavior will be efficient and with the least side effects.
Well, Thanks!
10 Replies - 836 Views - Last Post: 26 April 2016 - 10:58 AM
#1
Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 07:18 AM
Replies To: Design Patterns to apply while developing a simulator
#2
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 07:47 AM
To be frank... your wall of text is extremely dense and hard to read. I honestly got lost a few sentences in.
Maybe try breaking your description up into parts, organized, and explain it piece wise like that (honestly when designing systems, that's where you should start too... breaking it all up into its parts and describing each one specifically).
It may be easier to read...
A nice:
Part A
Part B
Part C
Example
Also, define what you're talking about. You say 'entity' several times before you even explain what an entity is or what it does... but rather just that your system is made up of entities who work in time step in your simulation. What? What does that mean?
Maybe try breaking your description up into parts, organized, and explain it piece wise like that (honestly when designing systems, that's where you should start too... breaking it all up into its parts and describing each one specifically).
It may be easier to read...
A nice:
Part A
Part B
Part C
Example
Also, define what you're talking about. You say 'entity' several times before you even explain what an entity is or what it does... but rather just that your system is made up of entities who work in time step in your simulation. What? What does that mean?
This post has been edited by lordofduct: 26 April 2016 - 07:50 AM
#3
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 07:52 AM
It sounds like you want folks to design your homework project? Your conversation wanders so it is hard to nail down the issues.
#4
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 08:13 AM
modi123_1, on 26 April 2016 - 07:52 AM, said:
It sounds like you want folks to design your homework project? Your conversation wanders so it is hard to nail down the issues.
Homework Project? I love when people think im an idiot... Why you answer if you cant? I assume that what i wrote is confussing maybe because english is not my language... but why treat me like an idiot? you dont know who am i...
#5
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 08:18 AM
Ok, sorry for that, ill try to be more precise when i have more time to write the specs of the problem. Im an engineer and mathematician who loves algorithms and problem solving, many of us are quite messy. Also english is not my language. Ill write better specification of the problem later.
Thanks
Thanks
lordofduct, on 26 April 2016 - 07:47 AM, said:
To be frank... your wall of text is extremely dense and hard to read. I honestly got lost a few sentences in.
Maybe try breaking your description up into parts, organized, and explain it piece wise like that (honestly when designing systems, that's where you should start too... breaking it all up into its parts and describing each one specifically).
It may be easier to read...
A nice:
Part A
Part B
Part C
Example
Also, define what you're talking about. You say 'entity' several times before you even explain what an entity is or what it does... but rather just that your system is made up of entities who work in time step in your simulation. What? What does that mean?
Maybe try breaking your description up into parts, organized, and explain it piece wise like that (honestly when designing systems, that's where you should start too... breaking it all up into its parts and describing each one specifically).
It may be easier to read...
A nice:
Part A
Part B
Part C
Example
Also, define what you're talking about. You say 'entity' several times before you even explain what an entity is or what it does... but rather just that your system is made up of entities who work in time step in your simulation. What? What does that mean?
#6
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 08:19 AM
Pump the brakes there champ. I am not calling you an idiot. The write up seems awfully similar to the majority of people doing a "end of the year"/"cap stone" project where they take some large-ass issue and want the world to design it for them. You know.. short circuiting more than half the work.
#7
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 08:21 AM
He's not treating you like an idiot.
We get a lot of first time posters on here that describe conceptual projects (like yours) that turn out to be homework. So us veteran members tend to be skeptical of first time posters with meandering conceptual projects.
Nothing against you. As you said, we don't know you... so it's reasonable that based on what little knowledge we have of you, that there is a potential for you to be a student looking for a hand-out.
As for your original post. So English is not your first language. This is OK, but you'll have to understand this is going to make it even harder for us to assist you. So please, try to break down your problem into parts so that we can actually get a picture of what it is you're attempting to do.
Otherwise, don't get all offended that when you come to an English speaking website, that no one understands you. That's not our fault.
We get a lot of first time posters on here that describe conceptual projects (like yours) that turn out to be homework. So us veteran members tend to be skeptical of first time posters with meandering conceptual projects.
Nothing against you. As you said, we don't know you... so it's reasonable that based on what little knowledge we have of you, that there is a potential for you to be a student looking for a hand-out.
As for your original post. So English is not your first language. This is OK, but you'll have to understand this is going to make it even harder for us to assist you. So please, try to break down your problem into parts so that we can actually get a picture of what it is you're attempting to do.
Otherwise, don't get all offended that when you come to an English speaking website, that no one understands you. That's not our fault.
#8
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 08:25 AM
modi123_1, on 26 April 2016 - 08:19 AM, said:
Pump the brakes there champ. I am not calling you an idiot. The write up seems awfully similar to the majority of people doing a "end of the year"/"cap stone" project where they take some large-ass issue and want the world to design it for them. You know.. short circuiting more than half the work.
Not my idea, i hate that. When i specify better what is my problem ill give my solution so you dont think im trying to steal your ideas. Simply i want to interchange knowledge and maybe all we learn from each other. Maybe im not a guru of design but im a professional that can help a lot of people in a lot of things, but also i can learn from all. thats my idea...
#9
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 08:26 AM
Okely dokely.
#10
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 09:23 AM
If you scan through the book series Game Programming Gems, there are a few articles about most commonly used design patterns in game programming. From what I can recall the State pattern and Observer patterns were the most used for the AI and game logic. The rendering and physics tended to use the Composite pattern a lot -- partly to cut down on recomputing the world -- just recompute your subtree of the world.
#11
Re: Design Patterns to apply while developing a simulator
Posted 26 April 2016 - 10:58 AM
Skydiver, on 26 April 2016 - 09:23 AM, said:
If you scan through the book series Game Programming Gems, there are a few articles about most commonly used design patterns in game programming. From what I can recall the State pattern and Observer patterns were the most used for the AI and game logic. The rendering and physics tended to use the Composite pattern a lot -- partly to cut down on recomputing the world -- just recompute your subtree of the world.
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Thanks for your answer, the example of cars was just an example because the real problem is very difficult. I will explain in detail the problem later, and ill read your recommendation because the problem from an abstract point of view is very similar.
Thanks again!
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