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I'm not trusting anyone who ever owned a Zune. Clearly they are incapable of making intelligent financial decisions.
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# ¿ Dec 9, 2015 22:49 |
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# ¿ Apr 29, 2024 10:43 |
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Khako posted:A TWO-person studio is using motion capture with inverse kinematics in a mmo... Maybe if one of them is secretly a multi-millionaire they could hire a motion capture studio to st- *snicker* BWAHAHAHAHA! I'm sorry I just can't do this anymore, these guys are loving clown shoes.
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# ¿ Dec 10, 2015 09:48 |
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Alexander DeLarge posted:Kickstarter is today... But I figure you guys might be interested in this. Subject to change but these are the Kickstarter tiers You cancelled the Overwatch pre-order for this poo poo? What the gently caress is your major malfunction son?
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# ¿ May 9, 2016 03:29 |
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Degs posted:This game, on paper per the dev system descriptions, You had a couple of typos. I fixed them for you.
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# ¿ May 10, 2016 03:54 |
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Degs posted:I didn't say I'm backing it, you can stop trying to convince me it's a terrible thing to hope. Hope is the first step to disappointment.
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# ¿ May 12, 2016 02:48 |
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Orv posted:Oh or Paragon.
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# ¿ May 19, 2016 19:25 |
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Gimme a few hours to look into it.
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# ¿ Jun 2, 2016 03:49 |
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Got freed up faster than I thought. Anyways, I looked over the docs for SpatialOS. It's actually a pretty cool piece of tech, reminds me of something my co-worker showed me a while ago (or maybe that was also Spatial?). It's ultimately a simulation engine (a persistent world), not an MMO engine. Anyways it has two really big selling points for MMO development, the first one is the spatial locality for load balancing. Now, we've had load balancing forever in MMOs, but doing it on the fly or god forbid, changing the scope of each node is a massive bitch. It always worked well for something like EVE that allowed them to basically run system it's own separate machine (though it may have been optimized in recent years), but would work lovely for a setting that's zoneless. What Spacial promises to do, is to dynamically create these boundaries based on proximity of entities (an entity being any persistent object in the world). Assuming Spatial delivers on their promise, it shouldn't be that difficult to have a "throw machines at the problem" solution to networking architecture, and will avoid having the EVE issue of "What happens when we have 1k+ people in one system?" since an area previously covered by one machine can be split into several machine. Now that won't mean that there won't be any latency impact and that it will be unnoticeable, but it should ultimately be "functional" (IE not requiring TD or crashing the server). Now there does seem to be a decent amount integration with Unity which basically allows Unity to act as a client to receive data as well have limited authoritative privileges that you can grant it. Though I would probably have to do a demo project to see how well implemented it is. But the MMO use case is certainty there. As a simulation engine it looks like it has a nonsensical architecture, pretty loving authoritative, but I suppose if you're concerned about performance at scale you have to be. As for what the devs at CoE promised: What they showed in the video? Very possible, fluidly moving around persistent objects like that falls within the scope of Spatial. Fully destructible environments? Impractical, there IS a cost for every entity, the cost for more complex entities (ones that have server side physics), is even higher. If we're moving towards the "throw machines at the problem to solve it" that means every entity has a monetary cost, and AWS instances are not cheap. While they can get away with a house having several "damaged" states, there is no way you're going to be able to blast through a wall and walk in Bad Company 2 style. Honestly the coolest loving parts of Spatial is the entire simulation tech that these chucklefucks aren't even touching. See, Spatial is actually prime for all of that "The world evolves" simulation bullshit we've been promised for forever, like the entire "tribe of marauding goblins moves across the world and will murderfuck villages and kill off the NPCs there unless their numbers are reduced enough to where they retreat". Honestly, I'm actually kind of jazzed about Spatial. I'll probably spin up a few machines and play around with it this weekend.
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# ¿ Jun 2, 2016 04:43 |
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Degs posted:As of right now they've basically said the world they have would take two real world days to walk across, if water wasn't a factor. B) It's not persistent. C) Some chucklefuck hit a randomize button with some Unity terrain generator and set the size numbers to be really high. Pick any combination of the above.
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# ¿ Jun 2, 2016 06:41 |
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Alexander DeLarge posted:When they put up the web store you can spend $350 and get into the single player demo thing that's coming out this year. If this isn't the world's biggest red flag that these people don't a loving clue of how to make an MMO then I don't know what is.
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# ¿ Aug 22, 2016 10:25 |
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This thread has more activity than the game's development.
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# ¿ Mar 29, 2017 11:03 |
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Mr. Pickles posted:looking forward to dying of old age in a persistent online multiplayer environment If you can tolerate the :nignog: you can already do that in Mabinogi a game that actually exists.
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# ¿ May 9, 2017 19:25 |
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# ¿ Apr 29, 2024 10:43 |
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I want to believe it's AD's alter-ego after his mind finally snapped from too many failed early access kickstarter sandbox mmopogers
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# ¿ May 21, 2017 05:26 |