Eh, I'm not sure I buy it. On @planetside2 their max server capacity was something like 1200, setting a Guinness record. And that's *one* process.
The number chosen aside, I think there are better ways to distribute work than "geographically".
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Vastauksena käyttäjille @tloch14 ja @planetside2
I’m not saying more isn’t doable, just laying out the difficulties of the challenge and why I think 100 is a bit of a magic number. An O(n^2) problem has to do 144x the work going from 100 players to 1200. It’s doable, but not trivial.
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Vastauksena käyttäjälle @kurtismcc
The way I see it, engineers are hired to solve non-trivial problems. The decision to be 100 per chunk of land doesn't scale. What happens when more than 100 people want to walk into that server? Invisible wall? (V:SOH did that).
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Vastauksena käyttäjälle @tloch14
We’ve stumbled upon my favorite problem I can’t talk about. :-(
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Vastauksena käyttäjälle @kurtismcc
I can't tell if "favorite problem" should be read literally or more like "most headache inducing problem I have personal experience with". Lol.
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Vastauksena käyttäjälle @tloch14
We’ve talked publicly about how WoW split its world sim among shards back when it was based on a grid, and we’ve talked about how we don’t do that anymore, but we haven’t talked about what we actually do now.
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Vastauksena käyttäjille @kurtismcc ja @tloch14
To leave WoW behind for a second and talk about the massively multiplayer world sim problem for a second, though; you’re absolutely right - geography alone is pretty terrible.
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Vastauksena käyttäjille @kurtismcc ja @tloch14
Like, completely abstractly, the question we *should* be trying to answer is how to weigh the trade off of latency/complexity/visibility? Let’s take movement for example: a desired solution must be low latency and high visibility. Complex systems are out.
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Vastauksena käyttäjille @kurtismcc ja @tloch14
Can you take complexity out by interpolating between fixed positions instead of playing back movement streams? Can you reduce the number of positions as you get further away from the mover?
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Vastauksena käyttäjille @kurtismcc ja @tloch14
I feel like the “right” way to solve the problem is to break up a simulation using k-clustering (with interaction, not geographic weights) and move players among the clusters and their interactions shift.
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Just because we're talking about it, I think there's something to be learned from GFX techniques. Applying some spatial binning techniques to AI helped a project I worked on be capable of handling 1000s of AI instead of 100s, even with the cost of rebinning every frame.
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