Improbable announces SpatialOS Game Developer alpha
improbable.io
improbable.io
Also worth looking at this latest video of Worlds Adrift, one of the games built on SpatialOS, that is now in Alpha: https://www.youtube.com/watch?v=kjLWK6iQvRs Beautiful storytelling on this one :)
The website (https://spatialos.improbable.io) has more details about the tech itself, and for an even more in-depth look, the documentation (https://spatialos.improbable.io/docs/reference) has everything from a conceptual overview to tutorials to API references.
The hacks that Eve Online used to somewhat do interest management resulted in metagame "Grid Fu" -- https://www.youtube.com/watch?v=N8K18S_RNEQ
3D worlds are really good for interest management, since distance between objects generally means a drastic lowering of bandwidth required between the objects, even though the objects are still visible to each other. In 2D, such objects have zero bandwidth, but this means there are no "vistas" unless the view zooms out, which makes the player effectively "farther" from the avatar.
I've seen several MMO middleware companies announce revolutionary new technology with outdated closed source business models only to fold couple of years layer. Badumna Network suite was the last well funded one I remember closed a while back. And it started by Australian academics with decent technology.
Go to this google doc and click the links. Please leave a comment on the cell as the links are one-time use.
https://docs.google.com/spreadsheets/d/1Q185RKFhjspin4zo0PBH...
Come play!
To play the game, just follow the link to the spreadsheet (parent comment) -- no sign-up or tutorial required! :)
https://en.wikipedia.org/wiki/Maslow's_hierarchy_of_needs
Food, safety, shelter, etc aren't an issue, so they zoom up the needs hierarchy and stop at sex. There needs to be an overarching theme to focus people. Online worlds need to have needs. Otherwise, they can't get too far beyond being a glorified Garry's Mod server. It's like a musical jam session with no structure at all. That kind of thing only works if people already know each other. In public, it's always too chaotic.
You're right to see that there are some inspirations from worlds like Second Life with our platform - it spatially distributed the simulation of the world through multiple servers.
Will elaborate on this in a blog post a some point, but some main differences:
-SL is a great example of a product somebody could make on top of SpatialOS: we're less of a 'social world environment', and more of an abstract spatial computation platform. We don't care what game engine is used, what the view of the world is, etc.
-While really impressive for its time, SL's architecture didn't re-distribute its load across machines based upon player & object density - each server was statically allocated a part of the world. This meant concurrent players per 'Sim' were limited to ~50. We can move these boundaries on the fly to deal with higher density. Here is an example (we really need a better one, this doesn't do it justice!) https://www.youtube.com/watch?v=XXhxI4dKU_E&t=1s
-Although a player could cross server boundaries, it was never very smooth, and people in SL would deliberately limit their playspaces to a single server. To create a proper seamless world you have to deal with multiple servers simulating the same physical space, and reconciling with each other. Here is an example of us doing this with Unity3D and physics https://www.youtube.com/watch?v=ysB6bi7QUbw
-Our approach allows for arbitrary kinds of process to be used as the server worker, including existing game engines like Unity3D rather than a monolithic server. https://spatialos.improbable.io/community/create-a-custom-fl.... We currently have SDKs for C++, C#, Java, rather than the slightly esotetic Linden Scripting Language (https://en.wikipedia.org/wiki/Linden_Scripting_Language) SL had (incidentally, the first computer language I ever learned!)
P.S. I'm also a huge fan of SL, and look forward to trying out whatever similar world emerges using SpatialOS.
If you're interested, we also went to CoreOS Fest Berlin this year, where I presented how we dynamically reconfigure our SpatialOS simulations and our Platform microservices: https://youtu.be/zo_Hv0WyNTo?list=PLlh6TqkU8kg_3FpXLlHMnoVqK...
http://www.emergencevector.com
The servers are written in Golang. There is a "Master Control Process" that acts as a coordinator, and a farm of worker processes that can report on their population/load and host star-system instances. (Basically, a game loop on an R-Tree.) The coordinator just uses the best available information and assigns clients to hosts. Clients join hosts in an idempotent fashion, so it doesn't make any difference if an instance currently exists or not. Each process is structured somewhat like a Erlang actor.I might try to do a port of my game on your servers, just out of curiosity.
The key feature of the stack is that you can integrate various Workers to act together, leveraging existing game engines in multiple languages. Checkout https://spatialos.improbable.io/docs/reference/9.0-alpha/wor... if you're interested in trying to port your stuff onto our stack.
My equivalent to SpatialOS is not only my MCP (Tron reference, of course) but also a bit in each worker process. What you call Workers are what I call Instances. We both have pretty much the same notion of Entity. However, I don't have External Workers. Instead, I have a "Pilot" object for every "Ship" (Ship == Entity) and one kind of Pilot represents the game Client. The difference makes sense, as you have a notion of Workers sharing data, so your Clients are external to an Entity.
The idea of a Go SDK has already crossed some minds at Improbable for certain.
At 2016-12-13 18:12:58 UTC failed executing command: C:\spatialos\spatial.exe update
Internal : Failed retrieving spatial binary.
Internal : could not obtain auth token: code = Unauthenticated desc = failed obtaining new refresh token: code = Unknown desc = failed obtaining AuthCode: code = DeadlineExceeded desc = timed out waiting for user
If this doesn't work, please ask your question on https://support.improbable.io/ -- there are many more people there to provide support and share ideas.
I asked the question on the forum you linked.
https://support.improbable.io/t/spatial-update-does-not-work...
Thanks again!
Substantiated criticisms are fine.