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Sounds more like Virtual Software/Infrastructure as a Service than a conventional OS: Unsurprisingly, working in SpatialOS will require special skills. Games c
by roymurdock 11y ago
Sounds more like Virtual Software/Infrastructure as a Service than a conventional OS:
Unsurprisingly, working in SpatialOS will require special skills. Games can still be built with the Unity engine, though they'll also need to be able to work with Scala, the native SpatialOS language. However, Narula said the World's Adrift team needed "very little" training. From there, it's simply "pushed" out onto Improbable's infrastructure, and congratulations, you're a maker of worlds.
Cost Structure:
Narula wouldn't reveal pricing, but you only pay for usage – if no one is in your world, there's no cost – and he suggested Bossa's ability to build Worlds Adrift shows it's affordable.
If I'm understanding this correctly, it's more that they're building large, persistent "environments" that can easily integrate with existing development and modeling software. Virtual sandboxes for playing and testing.
Anyone have enough info to provide clarification?
- k33n 11y ago> need to be able to work with Scala This kills the startup.
- kumarm 11y agoAre you suggesting not supporting a language thats not in top 25 languages today is their #1 problem?
- inspectahdeck 11y agoI think he's suggesting that only supporting a language thats not in top 25 languages today is their #1 problem
- kodablah 11y agoDisagree. Being able to work with Scala doesn't mean you have to write Scala always (depending on how they structured/exposed it). And even if it does mean that now, since it's on the JVM, it is not an unreasonable effort to create language-specific facades. Saying something "kills the startup" is extreme.