Welcome to hypography, Aur!
If you check around hypography, you’ll find code and example of several simulations, more than a few of them by me. One of my favorite is the program in
Newtonian Bowling, an example of a less common “event based”, as opposed to “clock tick based”, sim. It’s also unusual because, like most of my hobby sims, it’s written in an unusual style of the
MUMPS language. I’ve also a couple of general-purpose gravitational system simulators,
XGRAVSIM2 and
XGRAVSIM4.
My personal pet agent-based simulation – which I’ve been sadly lax in actually implementing – is a simulation of contagious zombies and fighting/fleeing frightened masses. I’m partial to the barely intelligent, clumsy, slow-moving zombies of the
Romero movies, but many variants can be taken from an extensive genre of books and movies.
I think this affords a great advantage vs. an ordinary crowd agent-based sim, as it has clear metrics - number of zombies & number of “warmies” - and clear game victory conditions – 0 zombies or 0 warmies.
A clear disadvantage of a zombie sim vs. most sims is that it’s completely fantastic, so has next to no practical application. As a good, versatile agent-based sim should be able to model many different variations of its main theme, it should still be a good exercise, and applicable to simulating real things.
I’m looking forward to seeing your sim code

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