Oh please. A calculator doing basic physics calculations for an object is nowhere near the complexity of a real time physics engine. Physics engines in games often operate at fixed rates, say 60hz or 100hz where they must detect collisions for large numbers of dynamic objects, and iteratively resolve penetrations between large numbers of independently moving objects, on top of the more advanced functionality of maintaining constraints of joints or other physical modelling of motors, pulleys, etc. The amount of work involved in that is far above punching in some velocity math on a calculator.
I am sorry. But everything you just said, is mathematically easy and not very computer resource intensive.
What you just said, the raw numbers can be crunched at 100 times a second on a 10 year old computer with proper algorithms. That is one of the things engineers starting using PC's for years ago.
Trying to display that raw data as graphics is where the problem comes in. The difference is the engineers would get the raw data and they would the analyze the raw numbers. Now display it as a real world representation on the screen.Alternating Logo
(GreaseMonkey script):http://www.ualr.edu/szsullivan/scripts_/BluesNewslogo.user.jsThis comment was edited on Feb 6, 19:24.
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