How Ashes Server Meshing Works & Why it is Next Gen (Ashes of Creation)

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  • Опубликовано: 6 авг 2024
  • Subscribe for more, a lot more Ashes content coming!!
    / moonmanofc
    I'll be live on twitch and youtube a couple times a week going forward. Follow my twitch so you don't miss me live!! Thanks for watching!! The network architecture behind Ashes of Creation is absolutely insane and I was so happy to see this development update. I wanted to make this video to try and put a lot of it in simpler terms for anyone that had a hard time following the update.
    linktr.ee/moonmanofc
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Комментарии • 14

  • @SETHthegodofchaos
    @SETHthegodofchaos 25 дней назад

    One of the few videos that explain it correctly. Well done!
    Although at times it was mostly the same as the info from the official video 😅 i guess it speaks well of AoC explaining it.

  • @visionofpd
    @visionofpd Месяц назад +1

    Keep it up mate, this was great!! 🔥

    • @moonmanofc
      @moonmanofc  Месяц назад +1

      Thanks!! Appreciate you!!

  • @Tacoluvsgotes
    @Tacoluvsgotes Месяц назад

    Great explanation.

    • @moonmanofc
      @moonmanofc  Месяц назад

      @@Tacoluvsgotes thanks!!

  • @danteafton4096
    @danteafton4096 Месяц назад

    Thats a really nice painting behind you... did you paint it?

    • @moonmanofc
      @moonmanofc  Месяц назад +1

      @@danteafton4096 I did not unfortunately. Funny enough, I found it on the sidewalk one night and somebody just threw it away 😂

    • @danteafton4096
      @danteafton4096 Месяц назад

      @@moonmanofc its a really nice painting. Very impressive. You definitely have better taste than whoever threw it away.

  • @dettonate
    @dettonate Месяц назад

    Have you seen Star Citizens server meshing?

    • @moonmanofc
      @moonmanofc  29 дней назад +1

      I have! I'm not as familiar with it as Ashe's server meshing but I know that the way the systems operate are quite different. Two different games, two different solutions, both dynamic server meshing

    • @SETHthegodofchaos
      @SETHthegodofchaos 25 дней назад +2

      ​​@@moonmanofcit shouldnt be that much different really.
      More and more game objects doesn't necessarily make the implementation much different. Both engines use the Entity Component pattern. So in SC case, an entity might just have more components. Or an entity is made up of many smaller entities. But in the end, it is just data. There is not much difference in there.
      There is a difference between the spatial partitioning algorithms being used. AoC uses a grid or Quadtree while SC uses an AABB tree. The latter is more suited for a lot of empty space with nothing in it while being able to match with the level closely.
      The use of authority and RPC calls are the same. "Ghost" entities are the same. Area of Interest Management implementations for loading and networking/replication are very similar (likely just using the different spatial partitioning).
      The main difference really are the replication being in the game server vs on its own server. I dont particularly like how AoC framed this tho. Yes, SC uses one server initially for this. But with their planned Replication Layer V2, they are also going to use microservices by splitting that single server into many. The fact that AoC portrayed their solution as more fault tolerant than the replication server might not be that great of a solution. Mainly because you cant scale game servers (simulation) and replication independent from each other. And the replication logic itself shouldnt crash as often as the much more complicated gameplay code run by the game servers. And in both solutions if a game server crashes the impact is the exact same: Only that one game server is affected, not all servers.
      So I do question if AoC's solution is the way to go. SC implemented a first version internally in 2020 which was also servers directly connecting with each other. But after testing supposedly didnt scale well enough and that is when they introduced moving replication out of the game server. So we will see which one will come out on top in the end. Imho, AoC was just unable to move the Replication out of unreal engine and that was their compromise. But that is just me speculating.
      If you are into this tech you should have a read on the Unofficial Road to Dynamic Server Meshing presentation on Star Citizen's implementation. It is as detailed as it gets based on the official info available. There is also a great video about SpatialOS here on YT that goes over the same concepts and solutions. It think it was called "A tech introduction to SpatialOS". Its a great watch too.

    • @flo1409
      @flo1409 3 дня назад

      ⁠@@SETHthegodofchaos thank you for explanation. Do you work for CIG? I hope SC will really be able to implement and scale in a bug free live version. Otherwhise the vision will be just a vision.

    • @SETHthegodofchaos
      @SETHthegodofchaos 3 дня назад

      ​​@@flo1409I dont work for CIG, no. But I am a computer engineer and studied computer science. And I extensively looked into these types of MMO server tech solutions and followed CIGs development closely.
      Well, if Server Meshing fails, then they will have to go back to MMO instancing. It works for most games and I think it would also work for SC. Maybr a mix of both. It might even make it a more enjoyable experience in the end. We already got instances for hangars now, so its not like there arent good reasons to use them. Afterall, they initially in 2012 wanted to create their game with instancing and a matchmaking service. But replaced that with Server Meshing around 2015 when SpatialOS was announced around the same time.

    • @SETHthegodofchaos
      @SETHthegodofchaos 3 дня назад

      @@flo1409 no, I am not working at CIG. But I am a software engineer did study computer science and researched these MMO server implementations closely.