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You're at Improbable. Tell us more about how you deal with scaling and dynamic region boundaries. How do you keep message traffic from bottlenecking the system? Can you really get a thousand avatars in a big room and not have the system choke? What would it take to port Second Life / Open Simulator to Spatial OS?

There are a ton of computer graphics intro books. Not so much on big-world architecture.



Maybe I'll write a book about Improbable some day - but more likely about the mythical origin story :) That said, at two different times I managed teams that made demos, tutorials and documentation, most recently https://twitter.com/gabrielgambetta/status/92135876311796121..., but there's people much more qualified than I am to write technical stuff about SpatialOS nowadays.

Region boundaries are a fascinating topic, see this for example: https://improbable.io/games/blog/distributed-physics-without...

But as Woody Harrelson would say, "let's keep it about Computer Graphics, people..." ;)


I'd like to see the book Animats mentioned as well. Perhaps you should encourage one of your colleagues to write it.




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