![]() ![]() Now I am not intending to enter in "dick size contest", I am just saying it to clarify that I'm talking with real world experience: I actually am a software engineer, master's degree in Software engineering and distributed computing (about 18 years of experience including 10 professionally, and 8 as self taught amateur when I was a teenager/student). ![]() Note: apologies if I sounded harsh last night, I had a long day. I'll admit that they could have easily implement a much better user interface over a weekend than the one we've been playing with for years though. You are wrong though if you think that it also applies to a game in active development. You are completely right about service uptine for a game that is close to release. What makes Server Meshing in Star Citizen terms hard, is that they're building a mesh that scales up and down on demand in specific areas, seemlessly. It usually allows you to define a mesh dedicated to AI, another one for physics interactions and players positions tracking. This is what most common server meshing does. If you compare a game world with a game of chess where every 2*2 squares block is handled by a server, it's very easy to mesh them together if know the load is going to be the same on every server, approximately. Star Citizen is no different, it requires its own systems that, yes, have never been done before. Dual Universe has done it ("Continuous Single Shard Cluster"), but they worked on it since 2011 and the game was released last year with particularly annoying lag issues.įor an MMO at that scale, there is no networking solution that fits all needs, which is probably why SpatialOS from Improbable suddenly disappeared. If logging doesnt fix it blow it up and send it to the gods and put in a claim. If even this doesnt fix it, youll have to do an account reset to fix it. If it does, destroy it and claim it, dont repair or store or land. But it's not remotely comparable when they can literally slow time in game to reduce servers load. To avoid this happening, before repairing check if your ship is missing sections or components. Do other games use server meshing? Yes, Eve Online does afaik. What's different is that they're doing it all together, the scale at which they're doing it.ītw, you're mentioning features/technologies like serve meshing as something that has already been done. But you're right, everything in the game has already been done in another game, on its own. They're building a game that nobody has ever built before. I backed in 2014, so no, I did not start playing in the past year. You should be glad you even can have in game currency that does not reset every week. They've been clear for years about their pattern though: Adding new features, stabilizing client and server performance to add new features, re-stabilizing to add new features, etc. ![]()
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