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on
1
Intro
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BUILDING SIMULATED WORLDS
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HARDWARE & RESOURCES VS PLAYER DEMANDS
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Distributed systems are hard.
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Content is hard.
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Deep and narrow
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Broad and shallow
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Entity-Component-System
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Entities have components
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Components have states
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Systems handle single component type
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Systems update states
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Thousands of Unity instances
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Managed workers
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Fault Tolerant - Self Healing
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Persistence by Default
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Clients as a worker
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Multiplayer by default
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Custom Workers
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Overcoming both challenges
Description:
Explore the technical challenges of creating massive, seamless multiplayer game worlds using Unity3D in this conference talk from Unite Europe 2016. Dive into Improbable's collaboration with Bossa Studios on World's Adrift, an MMO featuring a persistent 150x150km game world with full physics. Learn about distributed systems, Entity-Component-System architecture, and how SpatialOS orchestrates thousands of Unity instances in the cloud. Discover strategies for managing hardware resources, player demands, and content creation challenges. Gain insights into fault-tolerant, self-healing systems, automatic persistence, and the integration of custom workers for specialized tasks. Understand how this approach enables multiplayer functionality by default and overcomes both technical and design hurdles in building large-scale simulated worlds.

Building Simulated Worlds - Orchestrating Thousands of Unity3D Instances

Unity
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