bin.pol.social

conciselyverbose, do gaming w Is Star Citizen's new server meshing tech plagiarized?

No.

Solving the same problem isn't what plagiarism is.

And the problems are similar at best.

northendtrooper, do gaming w Is Star Citizen's new server meshing tech plagiarized?

I feel like I can speak a little about this as I’ve been studying how CIG is implementing server meshing for the past, well a while, but in depth since the demo. For reference until they post the panel: youtu.be/xKWa4WoTkV4?t=4500

Specifically timestamp of my explanation: youtu.be/xKWa4WoTkV4?t=5119

What CIG’s way of dynamic server meshing is the revolutionary thing. Currently, AFAIK, all games performing server meshing is built on a static zone mapping. Whereas CIG is using dynamic server meshing zones that will actually map to the interior limits of a room of a capital ship as an example. And this can scale out to planetary objects if only one player is on that planet. If no one is on that planet then it will only run in their tool Quantum, a non rendering backend game simulation.

Along the dynamic zone mapping is the authoritative way of transferring object containers. During the demo you can see the entity graph of the parent object (zone) and child object containers under an authoritative container (player). When a player transfers servers, you can see the movement of child objects from local to replication, and vice versa. This is a needed step as there are millions, and eventually billions of objects to be tracked of throughout the shard.

And last, CIG is building this as a global scale since they have servers in multiple regions where AWS is hosted. From the article and demo I believe this was all done locally with no latency. I do acknowledge that CIG’s demo was local as well so we will see how the net coding is affected when it goes to the EPTU,PTU and PU.

Me and group of nerds are trying to figure out how they are going to eliminate or minimize the latency and error correction or validating the transferring of the auth between the zones.

lukas,
@lukas@lemmy.haigner.me avatar

Thank you for your insightful comment!

What I’ve got full respect for is the multi region problem. I didn’t know that Star Citizen aims to have one global world instead of American, European, Asian, etc. worlds with the ability to travel between them with a latency penalty. I’m curious how they plan to solve that without god-tier peering and an artificial minimum latency to balance combat between distant players.

But I’m struggling to understand static and dynamic zones, maybe you can shed a light on where my understanding went downhill. Static and dynamic zones feel like an implementation detail to me. Do I care whether the replication layer(?) changes the boundaries of a zone, or discards the zone and creates a new zone with the appropriate state? No, only the process is different.

Since static and dynamic zones feel identical to me, I don’t get why a static zone can’t be an authoritative way of transferring object containers. What prevents servers assigned to a static zone from exchanging object information with the replication layer? Nothing, I assume WorldQL also does that.

Okay, so why use dynamic zones? Perhaps the implementation is easier than static zones? Everything else is identical to me, so nothing but the implementation difficulty feels important to me. Or is there a difference between static and dynamic zones about server assignment/scheduling? I don’t know.

What I do know is that my understanding is flawed.

ursakhiin,

Dynamic zones help balance the processing of a particular zone across multiple servers based on usage.

In a static setup, an unlimited number of players could end up on the same server causing performance issues in a particular zone. While dynamic will cap the number of players on a server and split the single zone into many to preserve performance.

yamanii, do games w What are some alternative to soulless videogame franchises?
@yamanii@lemmy.world avatar

Currently looking for one to total war after all the revelations.

AlexisFR,
@AlexisFR@jlai.lu avatar

Not many alternatives, other than playing older titles with overhaul mods like Divide e Impera

Parellius,

OOTL… What revelation?

yamanii,
@yamanii@lemmy.world avatar
drkt, do gaming w Is Star Citizen's new server meshing tech plagiarized?

SC has been working on this problem since before 2021, but no they didn’t invent the concept. They are attempting to implement it at a scale that nobody has been able to do as flawlessly as SC requires. If they pull it off, it’ll be an incredible leap.

There are no game engines that do completely seamless server meshing at the moment. SC is trying to do that.

slazer2au, do games w What are some alternative to soulless videogame franchises?

CrackFactorio

Management games like Software INC, Startup Company, Big Ambitions, Sim Airport and SimCasino.

elscallr,
@elscallr@lemmy.world avatar

Don’t forget Cities Skylines and the recently released sequel. They’re both a lot of fun but for the sequel they really listened to the community. It’s a bit of a performance hog. There are performance patches coming but in the interim there area lot of settings one can change to make it run better on lower end hardware.

slazer2au,

I am giving CS2 a year or so to clean up the performance issues and wait for the workshop to kick into gear.

elscallr,
@elscallr@lemmy.world avatar

I’ve got a decently beefy machine but it’s not top of the line or anything (Radeon RX 6950 XT, Core i7, 16GB memory) and with a few tweaks it runs pretty well. Definitely looking forward to the performance updates, though, because it’s a truly beautiful game.

AlexisFR,
@AlexisFR@jlai.lu avatar

That’s still a fairly beefy GPU though.

Evotech,

Counterstrike 2 has great performance

slazer2au,

I wouldn’t know. We were talking about Cities Skylines 2

sanpo, do gaming w Is Star Citizen's new server meshing tech plagiarized?

What are you even trying to say?

You acknowledged yourself that the idea is older than whatever Minecraft did, so how exactly did Star Citizen steal anything?
Did Minecraft steal the idea from EVE Online which only had “one” server since the beginning?

Besides, distributed computing is nothing new.
Or are you going to accuse Star Citizen of plagiarizing the idea of using Internet to connect to their servers since someone else also did that before?

There’s plenty of real issues to complain about regarding Start Citizen, you don’t need to invent made up ones. :/

lukas, (edited )
@lukas@lemmy.haigner.me avatar

I’m complaining that Star Citizen sells this technology as new and innovative even though it has been around for quite a while. Minecraft is just how I came into contact with this technology. I edited my post to reflect this.

DmMacniel, do gaming w Is Star Citizen's new server meshing tech plagiarized?

Server meshing isn’t new at all. But how CIG is doing it, is. The dynamic nature of it is what makes it revolutionary. Servers can be spooled up and retired as needed. A certain area of the universe is under heavy load as there are thousands of players having a small fleet engagement? Add more servers to handle the load. There are some planets and even star systems that are not visited by players? Retire them and just let Quantum (CIGs universe simulation) run the simulation for those star systems.

lukas,
@lukas@lemmy.haigner.me avatar

But isn’t that exactly what the people at WorldQL accomplished already?

To actually solve the problem, something more robust was needed. I set the following goals:

  • Players must be able to see each other, even if on different server processes.
  • Players must be able to engage in combat across servers.
  • When a player places a block or updates a sign, it should be immediately visible to all other players.
  • If one server is down, the entire world should still be accessible.
  • If needed, servers can be added or removed at-will to adapt to the amount of players.

I think the last point specifically addresses your concern about dynamic server meshing. They can scale up or down depending on how many players are in an area.

DmMacniel,

Perhaps yeah, and it sounds like that. But the scale is not really comparable. Or can WorldQL still simulate whatever is going on in unloaded chunks?

ninjan,

I don’t think the base game, Minecraft, actually simulates chunks which aren’t loaded. IIRC they’re frozen until loaded into memory again. So no, but not because of WorldQL tech.

lukas, (edited )
@lukas@lemmy.haigner.me avatar

Fair point. Minecraft itself doesn’t simulate anything in unloaded chunks afaik, so I think the WorldQL PoC can’t change that as a server plugin. They probably could if they develop a Minecraft server from scratch tho.

Banzai51,
@Banzai51@midwest.social avatar

IE, CIG is attempting to do it in the hardest way possible.

DmMacniel,

As always, yeah :)

Contend6248, do gaming w Is Star Citizen's new server meshing tech plagiarized?

Thanks for the link, i knew i’ve heard that before.

lukas,
@lukas@lemmy.haigner.me avatar

Right? I felt the same thing when I saw the tech demo.

YurkshireLad, do gaming w Is Star Citizen's new server meshing tech plagiarized?

I don’t know the answer to your question but WorldQL seems to be dead now.

bionicjoey, do games w What are some alternative to soulless videogame franchises?

If you want something that feels like Pokémon but was created by someone who isn’t just trying to shit out a new game every year, check out Casette Beasts!

Notorious_handholder,

Also if you really just want the same pokemon but better, check out rom hacks. Many of the pokemon community rom hacks are way better than they have any right to be

Zerfallen, do games w What are some alternative to soulless videogame franchises?

Pretty random list off the top of my head:

Hyperlight Drifter, Sayonara Wild Hearts, Ruiner, Grim Dawn, Rime

ViscloReader, do games w What are some alternative to soulless videogame franchises?

Outer wilds, tunic, a short hike, fez,

Broken_Monitor,

Tunic was shockingly good. Looks like its for little kids but there is a lot of surprises and neat puzzles tucked away in there. Absolutely worth checking that out

lorez,

Second this. Tunic is a masterpiece.

businessfish,
@businessfish@lemmy.blahaj.zone avatar

a short hike reinvigorated my love for indie games! it’s such a beautiful game with a cute little story and fun things to do, and doesn’t overstay it’s welcome.

Evotech,

Outer Wilds is amaaaaazing

devbo,

what are these alternitives for?

ViscloReader,

Yup, I did not answer the question, I just put some personal recommendations

devbo,

nevermind then. guess i dont care.

poissonDistribution, do games w What are some alternative to soulless videogame franchises?
@poissonDistribution@lemmy.world avatar

I guess I may suggest my all time favourite RPG. It’s Disco Elysium. A brilliantly written and crafted gem. You will find an amazing storyline, crazy dialogues and choices, psychedelic visuals. Such a gem must not be forgotten. What a pity the company almost dissolved after the release and the original authors won’t have a part in the sequel.

devbo,

why is nobody here saying what the game is an alternative for or what ki d of game play to expect?

Communist, do games w What are some alternative to soulless videogame franchises?
@Communist@lemmy.ml avatar

I just beat furi and loved it.

glau, do games w What are some alternative to soulless videogame franchises?

For ARPGs if you feel burnt by Diablo IV, I can recommend Path of Exile. Arguably the king of the genre today.

Others mentioned Grim Dawn, which has a bit slower gameplay, but a good choice nonetheless.

If you’re looking for indie ARPG, then there’s Chronicon. Nice little game that I really want to go back to again.

SkyeStarfall,

Path of exile is great because it doesn’t shy away from complexity at all, instead it does the exact opposite, it just goes balls deep. It really make for a very refreshing change to typical AAA games where your intelligence as a player doesn’t feel insulted.

Vipsu,
@Vipsu@lemmy.world avatar

I second Grim Dawn as it’s clearly labor of love from the developers and still getting updates. I also like the fact that its not live service like Path of exile meaning that it does not require online connection and can be even be modded.

It remains to be seen with GGG will do with Path of Exile 1 when they release Path of Exile 2, it would be cool if they would release something like POE Unlimited a premium version of the game that would allow people to play the first game as single player experience, mod it and host their of servers.

But in this day and age it’s much more likely that they’ll just force people to move on to their next big thing.

Tywele,

They already said that PoE 1 will stay playable.

Vipsu,
@Vipsu@lemmy.world avatar

Sure but for how long and in what state?

There’s a lot of enshittification going around with games and services with more greedy business practices and it would be naive to think GGG is immune to it. When it comes to live service games certain level of skepticism is healthy to have. Now I do hope we’ll be able to play POE1 even 10 or 20 years from now with it being just as good.

Evotech,

An arpg that doesn’t require online is actually a negative for me. I’m not going to farm content offline

Vipsu,
@Vipsu@lemmy.world avatar

To Each Their Own I guess. Single player games tend to respect players time a lot more and thus usually require a lot less grinding or farming to complete. That being said Grim Dawn does have online multiplayer and community hosted seasons.

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