Improbable @ GDC '17 | a look inside SpatialOS
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- Опубліковано 19 бер 2017
- At GDC 2017, Improbable co-founders Herman Narula and Rob Whitehead gave a quick historical and technical overview of the company and the SpatialOS computing platform and how it applies to games development.
This clip is from a longer video. You can watch part two (SpatialOS developers talking about their experiences on the platform) here: • Improbable @ GDC '17 |...
Find out more about our distributed computing system for building enormous game worlds: bit.ly/2rY23HW
Download our SDK and start developing your next game on SpatialOS: bit.ly/2qWlW3H
Find out more: improbable.io/gdc - Ігри
I usually watch talks at 1.25x speed, but this guy is already at 1.5x naturally :)
I was gonna say if you watch this at high speed, and put on a chinese track in the background, you got yourself a make shift kung fu movie right here.
lol totally :)
Good thing in this case, since the first guy was so great at saying absolutely nothing.
with all of his power and delivery i can totally see herman on stage with heems and riz ahmed :D
It's really amazing approach to virtual reality. I'm very impressed :)
AWS Lamda? lol. This awesome never the less. Well done guys.
If Improbable can realistically emulate real-world systems with persistence,
just imagine how more sophisticated games can be in the future.
I hope they don't squander this gold mine of an opportunity.
I hope Improbable can make a partnership with Cloud Imperium and Ubisoft(ie.Watchdogs).
What worries me is that this seems to be very oriented towards MMOs; RTSes with a high unit count seem to be excluded since the client side is so geared toward MonoBehaviors and syncing their properties, not deterministic physics, ECS, and input sync.
RTSes need just 8 or 16 players, but with up to 300, even 500 units (tanks, projectiles) per player, though most of those are hidden by FOW or sight range. RTSes need input sync, not property sync, and this is all about property sync.
Or am I reading this wrong?
Photon Quantum seems like the only solution that works for RTSes, is based on input sync, and their simulation technology integrates w/ their own deterministic Unity physics library. But it costs $1000 / month and they aren't interested in working with indies whatsoever.
great! :D
Hello, my name is Eliton Ferreira, i like your content
Can I use SpatialOS in Lumberyard Game Engine which only allows use of AWS for cloud services?
chronicles of elyria is using amazon studio's servers, with this backend.
what about latency? what about ping? mmorpgs are all about ping
Its split between multiple servers which means there's a lot less server traffic despite how much entities you add in
Next time use photogrammetry to create a demo.
"We use entire towers like RAM sticks."
There. Saved you a half hour.
lol. But seriously, the fact that they use a metalanguage to write the simulation is ciritical, too. What worries me is that this seems to be very oriented towards MMOs. RTSes need not apply. ;-( ;-( ;-( ;-( ;-( The only thing I've seen that's demonstrably better than SpatialOS, and works with Unity is Photon Quantum. But that costs $1000 / month (yes, I've tried to get a deal but they're uninterested in dealing with anyone but studios).