London-based Improbable unveils SpatialOS for distributed simulation
alphr.com
alphr.com
Two friends interviewed there and both weren't impressed.
One of them is the best developer I know, with decades of cutting edge AAA games engine development experience, including in the MMO space and his words were: "they have no clue about games development and don't have much more than vapourware"
I hope he is wrong though and that the company is successful. They seem to be one of the few games related companies to compete with finance on compensation packages in London.
Unsurprisingly, working in SpatialOS will require special skills. Games can still be built with the Unity engine, though they'll also need to be able to work with Scala, the native SpatialOS language. However, Narula said the World's Adrift team needed "very little" training. From there, it's simply "pushed" out onto Improbable's infrastructure, and congratulations, you're a maker of worlds.
Cost Structure:
Narula wouldn't reveal pricing, but you only pay for usage – if no one is in your world, there's no cost – and he suggested Bossa's ability to build Worlds Adrift shows it's affordable.
If I'm understanding this correctly, it's more that they're building large, persistent "environments" that can easily integrate with existing development and modeling software. Virtual sandboxes for playing and testing.
Anyone have enough info to provide clarification?
This kills the startup.
It takes twenty seconds to load. (I timed it.) And all that delay is deliberate; it's stupid animations and scrolly things, all of them unskippable. Once it's loaded you now have a different stupid scrolly thing which is almost impossible to navig...
Oh god. It's flash. The whole site is one huge flash page! What is this, the 1990s?
If their marketing and PR department is so utterly out-of-touch that they think this is a good idea, I shudder to think what the engineering's like!
The example that they give about utilities modeling usage in a city is great, but someone is going to spend a whole lot of time modeling the details of the city, and constantly verifying that those results match up with the real world.
I spent a lot of time doing these kinds of simulations in school...
Dependencies between agents are local and can be expressed by simple messages
Low dimensional and smooth action space
Simple per-agent dynamics
From what I've heard it isn't going to revolutionise anything, but it might make more massive open world space MMORPGs which I'm strongly in favour of.
For financial markets, modeling and analyzing systems as they are measured is far more useful (and what is done in practice), so spatial simulation platforms are not that interesting.
They'll get to it trust me...
As for the comparison with supercomputing: this falls decidedly in the abstracted/virtualized/cloud category, which is basically the opposite of a supercomputer, where you're very close to the metal (i.e. C/C++ or Fortran). Efficient supercomputer usage requires hard thinking about communications (both between nodes with MPI and between the RAM and the CPU on each node), avoiding cache thrashing at all cost, and making use of all the performance intrinsics you can.