I am not a games dev so no idea if this would actually work but...
Would it be possible to split the game into 2 parts. The viable game that you are playing would be on your computer but all of the ongoing background calculations for economy etc would be done in the cloud. The game then pulls the numbers from the server only when they are actually needed rather than everything being constantly calculated in the background.
Might give significant performance boost?
If there is any other computational heavy lifting could that be done by server as well?
Post
Thu Mar 02, 2017 1:33 pm
#2
Re: Cloud computing for background number crunching
That would make the game online-only, would it not? I'm fairly sure that's off the table.
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Post
Thu Mar 02, 2017 1:36 pm
#3
Re: Cloud computing for background number crunching
And also doesn't actually help given that the game isn't multithreaded
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Post
Thu Mar 02, 2017 1:39 pm
#4
Re: Cloud computing for background number crunching
The game is multithreaded, actually, but only for things like loading/generation/rendering. (At least, as I understand it.)
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Thu Mar 02, 2017 1:40 pm
#5
Re: Cloud computing for background number crunching
Okay, given that the parts that give the actual performance problems aren't multithreaded
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Thu Mar 02, 2017 1:42 pm
#6
Re: Cloud computing for background number crunching
That's about right, yes.
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Thu Mar 02, 2017 1:44 pm
#7
Re: Cloud computing for background number crunching
This, is unfortunately not how the game can work, all you would do is shunt effort off onto another system.
Who pays for that system? What happens if the versions are out of sync? Do all players share the same systems, and in which case how can the universe be infinite in game?
Something like this would be acceptable for a Single Shard MMO, like EVE, where you split effort between machines, allowing each region, or system, to be hosted on it's own system. And something that I am planning to provide for a late project goal for the LT Multiplayer Mod. But, this is where this idea unfortunately has to reside, multiplayer.
Who pays for that system? What happens if the versions are out of sync? Do all players share the same systems, and in which case how can the universe be infinite in game?
Something like this would be acceptable for a Single Shard MMO, like EVE, where you split effort between machines, allowing each region, or system, to be hosted on it's own system. And something that I am planning to provide for a late project goal for the LT Multiplayer Mod. But, this is where this idea unfortunately has to reside, multiplayer.
<Cuisinart8> apparently without the demon driving him around Silver has the intelligence of a botched lobotomy patient ~ Mar 04 2020
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Post
Thu Mar 02, 2017 2:41 pm
#8
Re: Cloud computing for background number crunching
Ah well that all makes sense. Useful to learn these bits and pieces. I am only an occasional visitor but this is why I really love these forums!
Thanks all
Thanks all
Post
Thu Mar 02, 2017 2:42 pm
#9
Re: Cloud computing for background number crunching
Of course! Glad you visit, too.
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Fri Mar 03, 2017 2:31 am
#10
Re: Cloud computing for background number crunching
Cloud computing might be off the table because not always-online (whew!). But the networking connectivity Josh recently added suggests that maybe there are other options.
What if I have multiple physical computers on my home network? Can I offload some processing onto them?
What if I have multiple physical computers on my home network? Can I offload some processing onto them?
Post
Fri Mar 03, 2017 2:41 am
#11
Re: Cloud computing for background number crunching
nope, as distributed memory multithreading is even harder than shared memoryDinosawer wrote:given that the parts that give the actual performance problems aren't multithreaded
Warning: do not ask about physics unless you really want to know about physics.
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