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by jalino23 974 days ago
the server meshing demo is technically impressive, very curious how they did that

so in the example, they had 3 location authority server and 1 replication layer,

so each location server can represent a physical location on 3d world, say its own solar system, and moving out from location A to location B moves you to a different server, and that was possible cause your position matrix was store in the replication layer and each server has a copy of replication layer.

now how do you handle updating all those in realtime is what amazed me, they even have bullets go through locations

2 comments

In the demo they simulate everything in every servers, which is a huge waste of cpu, not sure how it's going to work in the game. There are a lof ot corner cases / problems not solved with their tech.

It's pretty much the same thing Improbable did years ago with Spatial OS: https://www.youtube.com/watch?v=PLAIrm65VzA

> now how do you handle updating all those in realtime is what amazed me, they even have bullets go through locations

Probably just as other distributed systems implement replication: you have a leader to broadcast instruction and other followers applied the instruction to their local copy of the state.

However, there'll always be delay/stale data between the leader and followers. So, to improve performance, you can allow the followers to perform speculative decision based on their own calculation, but these local decisions will be overwritten / rollback by instructions received from the leader.