From a thesis of a master´s degree, we developed a discrete-event simulator in C++ aimed at simulating systems by queueing theory. We adjusted this simulator to include real time. The result was a doctoral thesis in which this kernel was applied to a game engine. Those results can be seen in several articles.
Recently, we refactored the code and the result was RT-DESK v1.0. We have been testing it in updated environments aiming to validate the API validity. The results can be seen in the following papers
- “Cambio de Paradigma en el Control de Aplicaciones Gráficas en Tiempo Real”, dissertation of the master’s degree of IARFID.
- “Del videojuego continuo acoplado al discreto desacoplado: Una mejora del ciclo principal del videojuego”, dissertation of the master’s degree of IARFID.
- “Olympic Punch. Creación de un videojuego en XNA utilizando RT-DESK”, final degree project.
- “Development and performance analysis of a videogame using RT-DESK”, final degree project.
- “Creación de un videojuego en UNITY 3D utilizando RT-DESK”, final degree project.
- “Videojuego Beast’s Retreat en Unity con C# integrando RT-DESK: Gameplay”, final degree project.
- “Videojuego Beast’s Retreat en Unity con C# integrando RT-DESK: Interfaz y Editor”, final degree project.
RT-DESK v2.0 is the result of the analysis of these papers. During the last year, as research for a doctoral thesis, we have been analysing the performance of this version. We have developed a series of graphic applications “Demos” useful for validating this technology.