3 ms·
We've gone to great lengths to get as close to accurate 'queueing theory' for our game, SimAirport. The systems allow for a global queue for many desks, or one
by adanto6840 8y ago
We've gone to great lengths to get as close to accurate 'queueing theory' for our game, SimAirport. The systems allow for a global queue for many desks, or one queue per desk, or any hybrid of one queue per N desks, etc...
It's tough because scaling time & 'movement distance' in a simulation game isn't easy -- but sounds like that's actually an issue in real-life, too. :)