Grasso
2013-03-06, 21:31:05
Hi, wieso schreiben wir nicht eine virtuelle Engine für Spiele und anderes auf Geräten mit Eingabe, Speicher, Prozessor und Ausgabe? Ich fang einmal an in Pseudo-C:
int tick_ringbuffer(buffer)
(buffer++1;
if buffer=number_of_buffers
buffer==0;
endif
return buffer;
)
int write_world(world, buffer)
(write world;
tick_ringbuffer(buffer);
return buffer;
)
int main()
(int buffer, number_of_buffers, number_of_subjects;
signed_float time, amount, mass;
array space[amount, amount, amount];
array subject[space, mass, number_of_subjects];
array config[subject, time];
array world[config, number_of_buffers];
buffer==0;
while running
(write_world(*world[,buffer], buffer); //output
read config[]; //input
world[,buffer]==world[,buffer-1] x config[]; //number-crunching
)
)
Grüße
int tick_ringbuffer(buffer)
(buffer++1;
if buffer=number_of_buffers
buffer==0;
endif
return buffer;
)
int write_world(world, buffer)
(write world;
tick_ringbuffer(buffer);
return buffer;
)
int main()
(int buffer, number_of_buffers, number_of_subjects;
signed_float time, amount, mass;
array space[amount, amount, amount];
array subject[space, mass, number_of_subjects];
array config[subject, time];
array world[config, number_of_buffers];
buffer==0;
while running
(write_world(*world[,buffer], buffer); //output
read config[]; //input
world[,buffer]==world[,buffer-1] x config[]; //number-crunching
)
)
Grüße