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by mwitkow
3474 days ago
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That's interesting, we have a slightly related architecture. SpatialOS Runtime, itself distributed across many machines, acts as your "Master Control Process". It orchestrates Workers, both managed (running in the cloud), and external (remotely connected game clients), to perform the co-simulation of the world. 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. |
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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.