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Bing Cheng

Rep Framework

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[The Naming]
[General thoughts]

Description

This project is to build a simulating system for everything. The goal is more realistic and detailed and related to science. So a lot of physics principals will be used.

And also, if allowed by hardware limits, through optimization of algorithm and simplification of model, it will be preferred to work in real time and to have interaction with the world especially the user.

Goal of the simulator

All the active field of science may be applied in the simulator in order to get the realistic results. Some will be the more basic models to support other field of simulation. The hard part of the project is to translate all the science field models to codes that can use to manipulate the behavior of objects. The rules generation system will used the result of lower level to simplify the calculation of upper level.

  1. Quantum system and molecule simulation
  2. Crystal or Solid-state physics
  3. Fluid mechanics
  4. Electromagnetic field and Optics
  5. Mechanics Vibration and Acoustics
  6. Thermodynamics
  7. Plasma
  8. Chemist
  9. Simplified model of control system
  10. Solar system and planet
  11. Geography: forming of landscape
  12. Life on earth
  13. Human behavior, creativity and organization
  14. Others if needed: Relativity, Quantum field theory, Nuclear physics, Particle physics ...

The choice of language

This project will mainly written in C++. Platform will focus on Microsoft Windows, DirectX 11, and maybe using Nvidia CUDA. The code for GPU will use HLSL (the High Level Shading Language for DirectX).

All the design asset will be in project defined binary format. There will be no coding in the design file. The running part of each design file is meta-command-list in binary format, generated by the design environment. More HLSL code can be generated by templates and choice of options.

Game Engine

It can sever as a game engine with most important feature including: automatic object modeling, automatic texture generation, all physics engine, model library reuse and physical sound system.

Game engine feature descriptions:

  1. Automatic object modeling:
    Modeling through image and video recognition, Converting from other mesh file format, Running object factory code, recording physical object history,

  2. Automatic texture generation:
    It is done at the same as automatic object modeling

  3. All physics engine:
    Every object are physical enabled, can be destroy, can morph to other shape, can change dynamically texture.

  4. Model library reuse
    All model for this Framework are free to reuse, all games and scenes published in public domain are free to reuse. The models are including those generated by the simulator or redesigned according to the reference design or the ones that their author choose to publish.

  5. Physical sound system
    Sound are simulated using mechanics properties or music are the record action of virtual music performers.


The Markdown syntax.

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