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Sheldon's avatar

This article is fantastic! Having spent years in engineering, I used to get a bit defensive when explaining how digital twins are created. Now, I prefer to showcase the game engine’s capabilities and limitations through demos, and then explain to clients what I need to create a successful digital twin. I also try to collaborate with them on timelines, being clear about the key features and what would be nice to have. As you pointed out in the article, building a good digital twin involves some complex details, especially when it comes to automation and effective production workflows for maximum efficiency.

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