Time in the game

The problem is that we are dealing with an impossible universe and an impossible relation between the objects that we simulate and the time that passes. The issue is that objects are simulated in real time, meaning that the time it takes for a truck to move 20 meters reflects the time it would take in real life, but that we then have the game time passing a lot quicker than normal in relation to the simulation.

This effectively means that if we were to slow down the game time to real world time, and keep the ratio between simulated object time and game time, the objects would move extremely slow. Time is an extremely important aspect of simulating airports given the amount of actions that can take place within a single minute. The quicker the game time passes, the lesser actions (like landing and takeoffs) we’ll be able to simulate as one can only fit a finite amount of real time into the game time, and the longer the game time minute is the more real time we can fit.

We’ll have to find a great balance between being able to simulate a realistic amount of actions “per minute” and the game not feeling tedious as the day passes. This is why I’m playing with the idea of having a dynamic minute range system, so that the game time minute length would adapt to the number of things that’s going on… but then again, would probably not be that great from a gameplay perspective even though it could solve this “problem”.

Hope that explains it a little bit better, time is complicated.

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