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> But it is still difficult to write software that makes efficient use of this abundant computing. Really? I'm curious. I would think that there isn't much sim
by highCs 12y ago
> But it is still difficult to write software that makes efficient use of this abundant computing.
Really? I'm curious. I would think that there isn't much simulated worlds in games because 1) it costs a lot to produce content for such worlds 2) most of the time it's kind-a useless for the gameplay anyway 3) when it's not, it requires actual simulation ideas which are hard to find and develop. In short, "it's difficult to use the available computing resources" would be the least of the problems I think. Is there a game out there using their tech?
- meheleventyone 12y agoPlayers are the ultimate spanner in the works. Ultima Online famously had lofty ideals about simulation, particularly of ecology, which were abandoned when players were introduced and they promptly murdered everything. This looks interesting from the point of view of not having to roll your own dynamic spatial load balancing and DB backend for an MMO. There's not really enough information around to know what particularly is unique about their implementation other than they are licensing it to other developers. The game using it with the most public facing information is Worlds Adrift by Bossa Studios.
- jghn 12y agoThe realistic economy of UO failed pretty much immediately as well. NPC shop keepers kept actual hours and would only buy/sell things as they needed. This didn't go over well with the newbie who just sewed together 5000 skullcaps and needed to sell them in the off hours.
- gusfoo 12y agoI agree that there isn't these things now, but I think of this as an enabling technology which can gateway us in to new things.