Simulation of mechanical systems - FLOPS required?

AI Thread Summary
The discussion revolves around estimating the FLOPS required for simulating mechanical systems in games like "Bridge Builder." The user seeks to understand how processing power scales with the size of the bridge model, which includes numerous elements and nodes, while aiming for a simulation rate of 30 frames per second. A simplified application of Finite Element Method (FEM) is suggested as the underlying model for stress calculations. One participant shares a resource that discusses the relationship between mesh increment and computation time, noting a linear correlation rather than a squared one. The conversation highlights the complexities of accurately estimating computational needs for physics simulations in gaming.
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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