Simulation of mechanical systems - FLOPS required?

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SUMMARY

The discussion centers on estimating the Floating Point Operations Per Second (FLOPS) required for simulating mechanical systems, specifically in the context of the game "Bridge Builder" and its physics engine. The user seeks to understand how simulation demands scale with the number of elements in a bridge model, which can include hundreds of elements and tens of nodes. It is noted that the simulation likely employs a simplified Finite Element Method (FEM) to calculate stresses, and a reference is provided to a webpage detailing compute time versus mesh increment and CPU performance, indicating a linear relationship rather than a squared one.

PREREQUISITES
  • Understanding of Finite Element Method (FEM) principles
  • Familiarity with Floating Point Operations Per Second (FLOPS) metrics
  • Knowledge of simulation frame rates, specifically 30 frames per second
  • Basic concepts of mesh increment in computational simulations
NEXT STEPS
  • Research the application of Finite Element Analysis (FEA) in game physics engines
  • Explore the relationship between mesh density and computational load in simulations
  • Investigate CPU performance metrics relevant to simulation tasks
  • Learn about optimization techniques for real-time physics simulations in gaming
USEFUL FOR

Game developers, simulation engineers, and anyone involved in optimizing physics calculations for real-time applications will benefit from this discussion.

Borek
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I suppose some of you know the game called "Bridge Builder" (or Pontifex, or clones).

I need some help determining how many FLOPS are required during the simulation and how do they scale with the bridge size (number of elements). Some of these bridges contain hundreds of elements and tens of nodes, this is a video with many examples:



I guess model behind is just some simplified application of FEM to solve the equations describing stresses on each element, but while I do have some very vague idea about these things I don't know enough to even guesstimate required processing power. Let's say we need to run the simulation at 30 frames per second. Any help would be great.

(This is - hopefully - my final post in the quest for FLOPS, games and physics engines. Sadly, so far I have almost nothing. Just an interesting anecdote - I have learned that Spindizzy, game some of you can remember from the 8-bit eighties, had a very simple physics engine based on 8.8 fixed point math.)
 
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