Same for searches. Difficulty there is size of search space, not searches coming in. Right?
Same for searches. Difficulty there is size of search space, not searches coming in. Right?
However, once you get into simulations you have billions (or multiple orders of magnitude more) elements interacting with each other. When you simulate a wave every element depends on it's neighbors and the finer the granularity the more accurate your simulation (in theory at least).
That is all to say that millions of events still feels like a lot. I am not shocked to know it can and does happen.
So the game would have to be programmed so that conveyor belts and train tracks can be placed at region boundaries and that there is a hidden buffer to teleport things between regions. Now you need an algorithm to divide your graph to both minimize the imbalance between the number of nodes in the subgraph but also to minimize the edges between subgraphs.
It would take some careful work to ensure that items didn't get duplicated or lost at junctions, and a back-pressure system for conveyor belt queues. Electrical signals would be transmitted at some speed limit.