Blue Swirl wrote:Slowly but surely rendering every human endeavour obsolete.
LazyGunn wrote:Nope, slowly introducing previously unseen ways in which to endeavour
Just keeps giving:djchump wrote:http://googleresearch.blogspot.co.uk/2015/06/inceptionism-going-deeper-into-neural.html
AI visual hellscapes:
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Skerret wrote:Welcome to about a month ego eh eh Mbut srs that has extra bits and will be boning up for it.
This is a good idea for security purposes too, providing the client with state data for entities within the view frustum and nowt else. I've been reading into k-d trees and spatial decomp lately, on topic.dynamiteReady wrote:Ok. So you know all that backface culling, fogging, and viewpoint clipping type stuff that Chump knows about? You'd probably have to do a similar thing here, but rather than just ensure that the computer optimizes what's drawn on screen, you'd also probably want optimize which server you make your UDP game state request too. So if your character's facing north at any given time, give them the data for that particular section of the town. and don't bother with the stuff out of view to the east, south and west.Skerret wrote:Welcome to about a month ego eh eh Mbut srs that has extra bits and will be boning up for it.
dynamiteReady wrote:Ok. So you know all that backface culling, fogging, and viewpoint clipping type stuff that Chump knows about? You'd probably have to do a similar thing here, but rather than just ensure that the computer optimizes what's drawn on screen, you'd also probably want optimize which server you make your UDP game state request too. So if your character's facing north at any given time, give them the data for that particular section of the town. and don't bother with the stuff out of view to the east, south and west. A production system would be much more complicated than that crude guess though. Obviously, gameplay features like high vantage points and binoculars will help to either constrain or dilate the server workload. They'd also want to make the cinematic 8 building takedowns an infrequent occurrence. Also wonder if there's a CGI style LoD equivalent for physics?...Skerret wrote:Welcome to about a month ego eh eh Mbut srs that has extra bits and will be boning up for it.
Sorry dyno, I was meaning to reply earlier but was busy and didn't want to just crosspost what I'd written from the Crackdown 3 thread.dynamiteReady wrote:Yes. I would really enjoy a discussion about it. I fort dats' wat dis fred' dun du'.
That's interesting - I was under the impression that it was Azure through and through? As in, maybe they aren't literally running the demos on Azure cloud servers (as they'd want it to be running on the local network and known hardware setup for reliability when demoing to the world's press), but it's being done on something analogous that's running either a local Azure server hardware, or with code that's using the Azure API - as you wouldn't want to rewrite the whole thing when it comes to actually testing and launching on Azure.dynamiteReady wrote:For a start, for the demo at least, Sumo Digital are NOT using Azure... This can be ported to PS4...
djchump wrote:Sorry dyno, I was meaning to reply earlier but was busy and didn't want to just crosspost what I'd written from the Crackdown 3 thread.Yes. I would really enjoy a discussion about it. I fort dats' wat dis fred' dun du'.That's interesting - I was under the impression that it was Azure through and through?For a start, for the demo at least, Sumo Digital are NOT using Azure... This can be ported to PS4...
-Good working knowledge of C++11
-Experience with Unreal Engine 4, CryEngine or Unity
-Experience with Message Passing Interface protocols
-Experience with the Microsoft Azure platform
I'll be interested to see how it shakes out because while I'm sure the Azure/cloud division will be providing services to xbox/entertainment division at cost, I wouldn't have thought they'd want any loss-leaders on their budgets, so (I'm presuming) they'll be getting paid by xbox division for the cloud usage. So it then boils down to "is the cost of this providing worthwhile return for xbox?" - which, while I know fuck all about how much this kinda stuff costs so this is all pulled completely out of my arse, it seems to be doing so far if only for the good PR for xbone and finally starting to deliver in some small way on that "infinite powah of teh clod" promise.dynamiteReady wrote:So they'll rely on Microsoft's deep pockets and mahoosive data centers for the final product. With that in mind, hardware and money will be no object for this, as Jones pretty much has the same sway Miyamoto would if he decided to pitch an idea at Microsoft.
I dunno anything about Halo 5 and hadn't heard of F# before - but from a cursory google I couldn't find any mention of it in relation to Halo 5, only that they'd used F# for the Trueskill stuff in Halo 3 - which I would presume is an offline data/analytic processing task, certainly not realtime.dynamiteReady wrote:C++ for netcode this intricate though? For the physics solver, yes, but I once had the good fortune to attend a talk in which a highly ranked Facebook employee openly discussed the problems one can run into when using multithreaded C++ code to write a highly distributed web server. The system the dude described was said to parse close to 40GB of data per second, which to my mind, is mental. But perhaps less so now, as Netflix, Twitch and Youtube servers will routinely chuck about far more data than that. This will be a very different application though... There was talk of the Halo 5 team using F# for their netcode
I dunno, I don't think the language they choose to use isn't all that worthy of note TBH - the interesting part is the challenges they face and the techniques and designs of the solutions they come up with. Doesn't matter all that much what language the software uses or if it's from scratch or using 1st or 3rd party libraries, what's most interesting is the way they solve the thorny problems.dynamiteReady wrote:but then if that was Cloudengine's intention, that would surely feature in that Ad... So perhaps they are going to write the entire backend, from scratch, in C/C++... That would be very interesting...
dynamiteReady wrote:As for how it would fare over ASDL, I suspect it wouldn't be all that bad if the servers are in Ireland (speaking from a UK perspective), the host is centralised, and it's only object transforms you're requesting... It should actually be smoother than requesting a HD Twitch stream from the same location, because you'd be requesting less data if it's done correctly...
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