» Fri Apr 01, 2011 8:10 am
^ WE can ignore some rules of physics when doing a game simulation. For example, to collapse an entire sky scraqer, we dont need to calculate every little detail INSIDE the sky scraqer. All we need to do is run a 'kill check' inside the skyscraqer the second it starts collapsing (i.e. to kill whoever is inside, if its a fast collapse), and then run a cull on every object but the first floor (i.e. gut the building). Then we only have to deal with the physics of the objects on the first floor (which we could cull once there was a giant dust cloud). Basically through a little bit of cheating we only REALLY have to calculate the physics of a few dozen objects and the building itself - which is much easier. However, even this would not be possible without a very high-spec PC, and amazingly well done physics threading / coding.
If we really want to simulate every object in every room for all time, then yes, we cant do that at all. Even the highest-end super computers / render farms cant calculate that in a reasonable amount of time (i.e. 30 sec vid in a day), let alone real time.