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Only the parts that the player can see and only the details you can see is in the RAM at any given time.
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This approach works for MSFS because it only needs to model a single aircraft. An air combat simulator needs to be able to model the details for each aircraft independently, or at least give a realistic approximation for such modelling - you can take some shortcuts where the action is well separated from human playersb but even using such techniques a simulation can only cope with a finite number of aircraft on a finite map. Not that I'd use MSFS as a good example of how to model even the limited world-representation it does...