Quote:Original post by Antheus
This was a reply to other thread which got locked or deleted in between.Quote:Original post by jeffpk
The flaw is that it misunderstands the Project Darkstar model. Minor state changes are simply communicated between clients over the channel system. Transactions are only invoked for game-state significant changes.
What if all changes are significant? For example, fully deformable terrain, full physics interaction?
The fact that MMORPG model can scale to 3000 users on single box is not new. Single core can support thousand, or more, many emulators prove that, the Ultima emulator written in C# supposedly holds that many. And as long as the world can be split into disjoint pieces, achieving thousands is not really a problem.
One piece of information that Jeff left out was that the 3000+ users on that single core box PEAKED at just 30-40% utilization and demonstrated near linear scaling across 4 cores. Much more headroom left in a single 4 core system.
And your example of an Ultima emulator written in C# does none of the things you asked in your first sentence such as fully deformable terrain or full physics interaction. So, what's your question?
Quote:Quote:The proof of the pudding is in the tasting, as they say. You can see a demonstration of this model in action by downloading the "Project Snowman" demo action game from the PDS community site. It has been tested to scale to 3000 simulated users and 2000 AI opponents on a four-core AMD server.
I'm more impressed at the client being able to render 5000 actors at the same time. I know that even the best video cards have trouble rendering this many units. Or are those players not within range or visibility of each other?
Show me any client today capable of rendering 5000 actors at the same time. we are talking full resolution, fully aware, collision based actors. No engine today can do this on any complex models. And, none of this has to do with server side interaction.
Quote:Users metric doesn't say anything. Chat servers have 10,000 or more per thread.
Great. Darkstar was used in an graphical chat system for JavaOne and was tested way above 10,000 "players" on a single node. We tested internally to 20,000, no issues. And, the server code is available to download, for free of course.
Quote: What matters is the complexity of interactions and overall complexity of simulation. That post talks specifically about physics heavy simulation, which are not trivial to distribute.
The description makes the game sound like Scorch/Worms style gameplay. Those are trivial to scale, since each client only emits an action once every few seconds.
Of course it's not trivial to distribute, which is why no one does it in any significant resolution today. Terrain deformation, for example, is handled locally and state refresh is order of magnitudes behind the client state. Games like WURM online can attest to this.
Quote:Is there a server running anywhere, where one could join and test this live?
There are several public Wonderland links that can be found at Project Darkstar.com. One of the features of the new Wonderland system is the ability to add geometry to the world instantly, with refresh across all clients. As well, we are showing multi-node and performance enhancements at AGDC next week.
Quote:Edit:">I found this. Seems to be an action per second for attack + movement and no collision detection. Picking up the flag and turning also seems to take a second or so. It looks as if each actor performs one action each second.
I'm not bashing the project, I'm just trying to figure out the exact simulation model.
Instead of looking at a video on YouTube, how about downloading and trying for yourself? :)