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PSU: Galaxies don't float.
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2012-08-11, 08:43 PM | [Ignore Me] #91 | ||
Corporal
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Heh, that's the point. I don't expect the tech to be there for 10+ years. That might be an exaggeration, but when it does become possible, I've got to imagine there'd still be a ton of work required to get the engine to support it.
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2012-08-11, 08:47 PM | [Ignore Me] #92 | |||
Sergeant Major
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everything is moving into cloud networking... it's what makes this possible in the first place. Your client isn't tracking every little detail all 2,000 players are doing... only a fraction.... only what is relevant, to you. Most of the players your client is merely aware of their existence and hex location. I'm not saying it wouldn't be a massive project... it would. Plus they couldn't do it till they had all their main continents finished, and they'd have to make a world map and add isle's, resource nodes and crap too to give the ocean real value. 5-6 years is certainly possible IMO. Optimistic maybe, but possible I think. |
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2012-08-11, 09:51 PM | [Ignore Me] #95 | ||
First Lieutenant
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This would be fine. Naval units are entirely doable at present, provided they have sufficient water to make it worth messing with. As for the other, large persistent world... Basically talking about Eve, there. One giant concurrently run complex, where each continent or world is divided up amongst "blades" that you pass between as you move. While doable, it isn't something likely to be seen in the short term. Talk about requiring an overhaul of "how things work"... By that I don't mean "game balance" I mean "programming"
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2012-08-11, 10:21 PM | [Ignore Me] #96 | |||
Corporal
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The server side of things... could be a very complicated engineering problem. With the right team of software engineers, very possible. I would imagine you could have multiple co-located servers hosting a single 'super-continent' even, and have the player be transparently passing from server to server all the time. I doubt there are any big reasons that couldn't be done today... just one of needing to sink a $1,000,000 or so into development. At that point, 50,000 players on the same land-mass, not a problem. The servers handling it well when two (or three) armies with 2000 players each come together at the same place, that's the tricky part. |
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2012-08-11, 10:43 PM | [Ignore Me] #97 | ||
Major General
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Are population locks still a problem here? I imagine that wouldn't make ocean travel very seemless...
__________________
PS Storys: The Eraser The New World (5Chap.) http://mrchevys3.blogspot.com/ Living is easy with eyes closed. |
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2012-08-11, 11:22 PM | [Ignore Me] #98 | |||
CEO Sony Online
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2012-08-11, 11:29 PM | [Ignore Me] #99 | |||
First Sergeant
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Since you have full control over the tech, you could grab all the players in the area and simulate them on one process, while simulating other people in other areas on other processes. Actually, can you just poke your Tech Director and have him do a technical blog on how you are cramming that many people into the game? There are quite a few people that are very interested in it |
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2012-08-11, 11:53 PM | [Ignore Me] #100 | ||||
Master Sergeant
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I'm quite sure a CDN and strategic clustering of colo may be involved in some of the elements. More than likely, the static content. Though, GaiKai does stream interactive content, and that's very interesting. Come to think of it, SecondLife streams content constantly. They were founded by the former chief tech officer of Real Player (an early adaption streaming video company). Ok, done pondering Last edited by AnamNantom; 2012-08-11 at 11:54 PM. |
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2012-08-12, 12:26 AM | [Ignore Me] #102 | |||
Captain
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There already are things like 'Infinity : Quest for Earth' or 'Outerra'. So It they can do some serious research, then why not? I mean, they pulled off the Forgelight and 2,000 players on a single continent. What makes you think it's 100% not possible? And to Smed : Don't rush it. Take your time for research and I think your programmers and engineers will be more than capable of it. I have faith, you know =) But just curious about one thing : what about pop migration? I mean, in making the whole planet seamless, there will inevitably be some possibilities of all players converging on a single continent. What way to control their destination? + one last thing : If I cared so much about player density, then I would have never paid attention to MMOFPS genre. Last edited by cellinaire; 2012-08-12 at 12:40 AM. |
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2012-08-12, 12:38 AM | [Ignore Me] #103 | |||
CEO Sony Online
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I don't want to make any of this sound easy. it's not. We have some truly brilliant engineers. I see tech demos all the time. I saw that one with 1,000 players. We didn't make a big deal about it but we've had more than that before. For us it's the whole package. lots of users. supporting that on both the client and the server in a way that allows a great user experience. It's not easy but that's the "secret sauce" for us. |
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2012-08-12, 12:45 AM | [Ignore Me] #105 | ||
Contributor Major
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I still wish you'd buy these guys,
http://www.infinity-universe.com/Infinity/index.php Really, it's just one smart guy doing the programming. The concept has so much potential. |
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