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I honestly have no idea. Clearly given the number of smart people and amount of money being thrown at the problem (without being able to produce a real seamless
by bane 10y ago
I honestly have no idea. Clearly given the number of smart people and amount of money being thrown at the problem (without being able to produce a real seamless massive persistent on-line world without compromises) this is very hard.
I also wonder how it handles very large entities that might span across clusters (say a large spaceship with thousands of entities spread across multiple decks and in different area). Since all of those things are entities in a sense, and there might be many ships, how does it handle this?
No idea, but the fact that this can be asked at all is pretty interesting.
- a_t48 10y agoYeah, the secret sauce seems to be in how they handle interactions split across clusters. It's not a simple problem.
- dxhdr 10y ago> Clearly given the number of smart people and amount of money being thrown at the problem (without being able to produce a real seamless massive persistent on-line world without compromises) this is very hard. It's just not worth it. The technical back-end challenge isn't the hard part here, it's the game design. WoW with 10,000 players idling in Orgrimmar isn't fun. WoW with 100 players in a single dungeon isn't fun either, for that matter.
- spuz 10y agoThe real value is not in games. It's in simulations of real world systems. The kind of thing governments are happy to spend a lot of dollars on. http://www.wired.co.uk/article/improbable-spatialos-simulated-cities http://www.wired.co.uk/article/improbable-spatialos-simulate...
- Banderly 10y agoDo those simulations need to be real time and massively multiplayer? I don't see the need for this tech in the high fidelity city simulation cited in the linked article: that would much easier to implement as an offline simulation. Training seems like the most likely usage: eg. disaster response or large scale military scenarios. I have to agree with the earlier poster that tech is not the limiting factor for massively multiplayer games.
- deleted 10y ago[deleted]
- spuz 10y agoNo the simulations don't have to be real time or massively multiplayer. A simulation has no players at all so I'm not sure how it could be massively multiplayer. It would most likely be used to test infrastructure or policy decisions. For example, what happens to your traffic in your city if you add this bus route, or how would a contagious bioweapon spread under certain conditions.
- Banderly 10y agoIf you don't need real time then why use improbable? If you want to simulate a new bus route then run an offline simulation using whatever tools you like with as much complexity as you like. In fact you'd likely want to run your simulation much faster than real time to answer specific questions quickly, like finding traffic or passenger hotspots. I doubt you'd want to sit there watching virtual buses driving around a 3d city, but rather quickly see heat maps change as you play with parameters.
- Boothroid 10y agoIt might be easier to set up a massive simulation in SpatialOS? And perhaps it's not limited to realtime.