Thought of the day: After more than 7 years of focusing, as developer, mainly on designing code for large games as a service, I have not much doubts left about how to write proper architectures. With this wisdom I can say that DOD is, at the moment, the best paradigm to follow...
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Replying to @sebify
I feel the same but with less DOD experience (a few months only) , the competition seems to be between
@TimSweeneyEpic 's approach of being able to do cheap transactions and DOD but multi-threaded is no longer optional even for gameplay code1 reply 0 retweets 1 like -
Replying to @Ashkan_GC @sebify
Starting from current programming models and multiplayer game characteristics, you encounter entirely different problems in trying to scale 10x, 100x, 1000x, and 1,000,000x.
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DOD may deliver 10x per thread or 100x per CPU at enormous cost in coding overhead and fragility, but 1000x to 1,000,000x have to come from distributed computing of some sort.
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The transaction experiments are aimed at exploring the later magnitudes of gains by scaling with brute force runtime techniques that don’t diminish the ease of coding. However, feasibility is still far from established.
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