~/talk

Achieving Deeper Player Interaction with Large-Scale Worlds

Talkat Develop:Brighton Digital 2020 · 2020-11-02..11-04· [game-development]
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slides:none on file

Argues for combining high-detail local simulation with a large-scale persistent layer that runs deterministic paths and low-lod entities, spawning full NPCs only when within range. Cites Driver San Francisco traffic as thousands of cars moved cheaply by precomputed motion, contrasts typical 33 ms frame budgets and 20–30 active NPC caps with low-lod updates run every few seconds or even minutes and position ticks as infrequent as once per second. Recommends entity merging, multi-threaded independent updates and cloud services like SpatialOS/Hadean to keep world state persistent and responsive.

AI-written summary · about

  1. 0:00Intro
  2. 0:40CONTENTS
  3. 6:18DEEPER INTERACTION
  4. 10:14HIGH QUALITY
  5. 11:28CPU LIMITATIONS
  6. 12:22DATA LIMITATIONS
  7. 13:29SIMULATION BUBBLE
  8. 16:06LARGE AREA
  9. 19:25LOW-LOD SIMULATION
  10. 20:48LOW FREQUENCY UPDATE
  11. 21:50ENTITY REDUCTION
  12. 22:53PLANNING AI
  13. 26:10SEMI-DETERMINISTIC SIMULATION
  14. 27:54THREADING
  15. 29:15CLOUD COMPUTE
  16. 30:12ONLINE WORLDS
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