@HDE226868 I've edited the answer to remove the Yukawa term, although if the consensus to the meta-post is that more hard-science is better, I might stick it in again at the bottom with a better explanation of what's going on. I really don't mind getting rid of it (so long as it improves the answer), it's just that I like maths in answers, so having such a mathematically-based answer without any actual maths just looks weird to me. I really don't want to put people off though!
(As you asked, f' in this sum are right-handed leptons, so are spinors (adding the bar makes them anti-right-handed leptons). f are left-handed leptons, so are also spinors. phi are the 2 Higgs scalar fields (phi_0, phi_1) and the circle is a kind of product: f \circle phi = f_0 phi_1 - f_1 phi_0, so you're summing over the 3 generations of leptons)
I have a vague thought about designing a game that works from the engine up as a physical simulation. So for example a fire attack doesn't do x damage. Instead anything within the range of it gets an increase in temperature, and then those things respond however makes sense for that increased temperature.
And make everything very object based, so that it all works work on physical input -> black box -> physical output. Which I think gives scope for multi-threading well?
Am I envisioning a do-able thing, or is this going to overtax any system?
What exactly do you mean by physical output - do you mean an actual thing happens in the real world (vibration of a controller or whatever) or do you mean that the simulated objects are black boxes, which react realistically when something is done to them in-game?
Then it's not just that it 'gives scope' to multithreading, but probably won't work without it
And yes, it's doable - I once (a few years back) was at a short talk by a games graphics designer and he talked about realistically simulating water, which required the parallel processing capabilities of a graphics card. Mind, this was a few years ago, so I might not be remembering it very well
I'm suspecting the issue in trying to implement may be that for any given frame I have to handle nearly endless race conditions? In that it won't reflect reality if action A should causally affect B, but the inverse happens. Or worse some kind of infinite loop of input/output not possible in reality.
That sounds vaguely like the general issues that parallel processing faces - you have to ensure that each thread is working with the right data (I might be reading what you've written wrongly though)
One issue is that the more realistic you want it, the more processing you have to do, so the longer it takes - if you want to simulate a car crash for a car manufacturer, you're able to give the simulation a day or two to figure out what happens over the course of a few seconds and so can be really accurate, while in a game, the same car crash has to be simulated real-time, so will be nowhere near as accurate
My method of developing a concept to a working piece of plotdevice technology
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Original concept
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Flawsearching (done by the aswerers)
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Proposing possible solutions (done ...
I asked a question a few weeks back that was closed for being too broad. I have restructured the question to make it more specific. Can I resubmit it or would it be closed again for being a duplicate?
ran some quick errands. also, pondering the physical properties of mithril (other than being as strong as steel, but lighter, which makes me think it'd be somewhat similar to titanium)
@Mithrandir24601 Interestingly while aluminium is less hard than steel, there are some very hard composites, It should also be noted that the aluminium oxide layer that forms on aluminium is actually very very very hard,.