17/02/2024
Creators of open world games create the illusion of movement and life around the player's character. pedestrians walk on the sidewalks and cars drive on the street. there are other things you can interact with, garbage can, lantern. but this entire world is temporary, disappearing when the player turns his head.
And that's enough in a single-player world. The task becomes more complicated if we are making a multiplayer game, all this illusion of life must be consistent for all observers. we can't spawn vehicles at the end of the road and delete them behind the player's back, because many other players can observe the scene from different perspectives and they all expect the world to be coherent.
The first thought that comes to mind is, well, I'll just send information about these objects to everyone. It quickly turns out that the volume of this data is growing very quickly and you need more and more servers. Below that, there are a whole host of other problems. and this is how all online games end up displaying limited number of players and some monster to fight with.
What we are currently working on breaks this barrier. But a comprehensive solution is needed. The software that manages the world and ensures its coherence must also understand it.
If, for example, we want to create a living city with a large number of vehicles at the players' disposal. and each player can take possession of a vehicle, drive to the far end of the city and leave the vehicle at the disposal of another player. To limit the number of data transfers and necessary calculations, the process of updating the status of the object on all machines must be integrated with the virtual world's logic.
That's why we provide a solution that not only efficiently and cheaply transfers data between computers, we also manage events around the world, creating a consistent experience for players.
The process of managing these objects is quite complex and I suspect this is one of the reasons such a game has not been created yet.