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RuiFig
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Cloudgine showing cloud distributed physics

Fri Aug 18, 2017 5:14 am

Hi guys,

Cloudgine is streaming a demo of the cloud-based distributed physics right now at https://www.twitch.tv/theycamefromspace.
Same tech used in Crackdown 3.
The game is still work in progress, but you can see what is all about.
There will be another stream at 6pm UK time.

Disclaimer: I'm one of the programmers at Cloudgine, although I'm always reading Techreport (just don't post too much) :)
Code Monkey at Cloudgine Ltd. Personal blog on coding: http://www.crazygaze.com
 
blahsaysblah
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Re: Cloudgine showing cloud distributed physics

Fri Aug 18, 2017 6:09 am

Can you explain how this is something real? You cant talk away latency, it is a physical reality.

What exactly is being outsourced from the actual GPU/PC that isn't latency sensitive? Is it just non-relevant physics that dont need to be in right place, just look nice?

edit: why havnt the giants done this already, Blizzard/WoW, pick any big MMO to have extra "enhanced" tier of subscription for all the weaker PCs.
 
RuiFig
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Re: Cloudgine showing cloud distributed physics

Fri Aug 18, 2017 6:34 am

Well, I can't talk about implementation details of course.
I came here more like a Techreport reader, not to spam with Cloudgine products.
But since I'm always reading TR, why not post something about it... :)

Also, I'm not sure what can I share or not as Cloudgine engineer.
But to try and answer some of your questions with a big picture:

  • The client is still a normal client. It only cares that it connects to a game server.
  • Instead of the game server doing everything like in other games, such has doing the gameplay logic, physics, etc, it distributes the physics step to physics-only servers
  • The physics are not faked. They are true rigid bodies. You can interact with them. That's why you can throw them at the enemy to cause damage for example.

Why have noone done this yet? hmmm... I'd say because there were a couple of nasty problems to solve :)
Also, it requires a bit of a mindset change from the developer's perspective.
Most game developers are used to have all the data right there when coding the game server.
E.g: Need a raycast? Sure, just call some function and do it right now.
With distributed physics, you require a different mindset.
Of course some engines allow asynchronous raycasts (Unreal does), so some people have an easier way adapting to this mindset.
But the raycast was just an example.

I'll refrain myself from talking too much as a Cloudgine guy.
Maybe should have posted with a different account. :)

Edit: Feel free to join the chat and nag Scott (our producer) with questions. He'll do his best to answer. Answer what he can disclose, of course :)
Code Monkey at Cloudgine Ltd. Personal blog on coding: http://www.crazygaze.com
 
blahsaysblah
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Re: Cloudgine showing cloud distributed physics

Fri Aug 18, 2017 7:03 am

No its ok, thanks. I was very skeptical when MS was talking about offloading GPU work on their servers during XBox launch. This sounded like that.

So this is just something to "improve" upon whats already done on server side. Not something that makes the PC any more powerful.(in meaningful manner, ie any data that would matter to what player is doing versus just pretty stuff on screen).
 
RuiFig
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Re: Cloudgine showing cloud distributed physics

Fri Aug 18, 2017 7:08 am

Yes, I suppose you can say that.
It's an improvement on the classic game server development model.
Code Monkey at Cloudgine Ltd. Personal blog on coding: http://www.crazygaze.com
 
LostCat
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Re: Cloudgine showing cloud distributed physics

Sun Aug 20, 2017 4:50 pm

It's a shame if this tech isn't used for more than multiplayer, though I could see that being really awkward as far as how much resources you'd need to throw at it for a very short period.

It's still cool but they just haven't shown enough to keep most people interested.
Meow.
 
RuiFig
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Re: Cloudgine showing cloud distributed physics

Tue Aug 22, 2017 5:19 am

I don't know what the exact plan is, but certainly not just gaming
Code Monkey at Cloudgine Ltd. Personal blog on coding: http://www.crazygaze.com

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