| I wonder how long before games start being developed for server side rendering. Stuff like MMO for eg. you dont care about latency as much, your payment model already works with it and it solves several major issues : * no hardware barrier to entry for high end graphics * no instalation/play anywhere * optimizations from shared state rendering, potentially advanced rendering techniques (world space lighting) - you can share computation and memory between multiple clients this way * probably an order of magnitude harder to cheat |
A while ago I was working on a flappy bird clone (as a test bed for the technology) that kind of did this. The app ran locally on the device, however it created a text-based record of all objects and their movements on the screen, and at the conclusion of each game, had the ability to ask you if you wanted to upload a video of the game you just played to YouTube. If you selected yes, the small text record of the game was uploaded to the server, where it was used to create a video of the game as you played it and upload it.
The idea was that if it were super-easy and used almost no mobile bandwidth to upload video of game sessions where people liked their results enough to share, it would go viral. The technology worked well in tests, but then flappy bird popularity kind of died before I released it. Now I'm working on implementing it in another game.