Epic Games acquires Cloudgine
unrealengine.com
unrealengine.com
> Of course it's one more thing that stops working when they shut down the servers in 5 years.
Game servers are usually run by the game's publisher. They are not run indefinitely. When they turn off, this game will no longer have large destruction physics. I'm not saying that Epic will 'turn off' Cloudgine in typical aquihire fashion.
I think that if their technology also allows for dynamic scaling based on current/projected demand this could potentially save a lot of money since, at least from my limited experience of running various game servers for ~thousands of people, 70% of the time the demand is between 10-20% of the peak demand.
I worry that this makes it more expensive to run cloud servers if each cloud server needs to run the simulation for the users involved. Now instead of some simple message passing and synchronization, it needs to run CPU intensive physical simulations.
I am not completely convinced that this is to integrate this into UE4 but rather to give this team an out and add employee headcount to fast growing Epic Games.
You can do some checksumming but largely state moves too quickly to make it more a deterrent than a full solution.