Ashes of Creation Alpha Two Server Meshing Technology Preview

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  • Опубликовано: 2 июл 2024
  • We are excited to give you an in-depth preview of our server meshing technology in Ashes of Creation!
    Reminder that Ashes of Creation is an open and transparent development project. As such, you will see work-in-progress art, systems, and mechanics. Leave us your thoughts on our progress in the video comments!
    💬 If you have any feedback on what was shown, please share it with us over on our Forums!
    - For Server Meshing Technology Feedback forums.ashesofcreation.com/di...
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Комментарии • 667

  • @stevenjsharif
    @stevenjsharif Месяц назад +383

    My friends, THANK YOU for tuning in to today’s development update. We are cloooooose to A2 coming!!🎉 Today’s showcase was the most technically oriented we’ve ever done, and it’s all in an effort to share with our glorious audience what exactly goes into making Ashes and what is being tested in A2. I know these kinds of updates aren’t as sexy as pure unadulterated gameplay, but they are important and I am excited to get your feedback on what you saw and heard today. We will be announcing the A2 start date at the end of this month, and we have begun sending out test invites to A1 users. Stay tuned for more updates ❤🎉

    • @Hat_Uncle
      @Hat_Uncle Месяц назад +8

      Thank YOU. I really needed to hear this today. It made it a solid reality, rather than a speculative conjecture.
      I had hope for years, even put a pin in A2 being Sept. 30th, 2024 three years ago, but this showcase showed me Dedicated Thoughtful Designers who have Talent, not just passion.
      Kudos.

    • @blackhorde22
      @blackhorde22 Месяц назад +4

      If this comes out, you would have the most Adv MMORPG on market.
      See you all in A2, can't wait.

    • @Crown.A
      @Crown.A Месяц назад +2

      Thank you to this awesome networking team who is pushing the envelope!!!

    • @mackwilliams8534
      @mackwilliams8534 Месяц назад +3

      Amazing what your team has been able to achieve thus far. A lot of bigger studios struggling to get even close to where you guys are right now.

    • @BigJohn280
      @BigJohn280 Месяц назад +3

      It's really cool to get an insight on the technical aspects. I'm in software development so seeing and getting an explanation of the architecture and networking, industry terms and lingo makes me want to know more about those topics.

  • @tangent369
    @tangent369 Месяц назад +272

    Possibly the best update yet, it shows the labor and genius behind this project. Your teams level of commitment and creativity is amazing!

    • @TurboGlenn
      @TurboGlenn Месяц назад +2

      I agree! Most exciting yet. Paused a movie to watch this. Very important tech for quality experience.

    • @ImasterIIchiefI
      @ImasterIIchiefI Месяц назад +1

      Star citizen invented the tech. tho

    • @eLISikcz
      @eLISikcz Месяц назад

      @@ImasterIIchiefI Star Citizen has dynamic griding?

    • @tangent369
      @tangent369 Месяц назад

      @@eLISikczexactly

    • @tangent369
      @tangent369 Месяц назад +1

      @@ImasterIIchiefIwe are all aware of what star citizen has tried to do, but as they say if you watch the update many people have tried to achieve this but their approach is novel.

  • @moireldsc
    @moireldsc Месяц назад +106

    As someone who currently works in networking and is studying for the CCNA but also has a deep love of video games, especially MMOs, thank you so much for making a video like this! It inspires me to continue down this path with hopes of one day working on a team doing something as innovative as you all are with networking in the gaming industry!

    • @amdownzintel
      @amdownzintel Месяц назад

      If you haven't downloaded Cisco Packet Tracer yet you should. It's free and will help a lot with your CCNA

    • @jonneymendoza
      @jonneymendoza Месяц назад +8

      Watch the server meshing panel from CIG for star citizen for more info on this subject

    • @XirevWoW
      @XirevWoW Месяц назад +1

      As someone who has done a computer networking university program, I know a lot of networking people don't like to code, but this kind of thing heavily uses coding to make it happen. So if you haven't already, start learning to code.

    • @jonneymendoza
      @jonneymendoza Месяц назад

      @@XirevWoW no need to learn coding. Just use chat gpt to help code stuff lol

    • @AshesofCreation
      @AshesofCreation  Месяц назад +2

      We are so glad to have helped inspire you! 🥰💖

  • @eusouramiro
    @eusouramiro Месяц назад +181

    After Star Citizen this is the first time I've heard people actually giving a the importance that server meshing deserves in online multiplayer gaming, congrats!

    • @criticalchai
      @criticalchai Месяц назад +10

      I think a lot more companies are going to start getting into server meshing. Glad other companies are taking up this tech.

    • @spgaming1272
      @spgaming1272 Месяц назад +3

      I hope that VR gets some love as well although we dont currently have the hardware needed for an full fledged mmo

    • @chefdougy
      @chefdougy Месяц назад +2

      ROFLMAO HOW MUCH HAVE YOU LOST ON STAR CITIZEN?

    • @eusouramiro
      @eusouramiro Месяц назад

      @@chefdougy lost? What do you mean? I paid U$45 for the initial package in 2017 and another 15 dollars recently to upgrade my ship. Star citizen is going to revolutionize gaming as we know it. Watch their latest video on server meshing, incredible stuff.

    • @eusouramiro
      @eusouramiro Месяц назад

      ​@@chefdougy what do you mean lost? I bought the starter package for 45 dollars in 2017 and recently payed like 15 bucks to upgrade my ship. The game has huge potential and can change gaming as we know it. Watch their most recent video on server meshing, incredible stuff.

  • @hagaiak
    @hagaiak Месяц назад +147

    As a long-time software engineer myself, it is very cool to hear the Ashes dev team showcase these things.
    I have to say the server architecture you came up with seems great, and I have nothing but admiration for you all! Cheers!

    • @ROACH123_
      @ROACH123_ Месяц назад +6

      pretty sure start citizen is doing something very similar to this, perhaps some cross-pollination of ideas from these devs could benefit both games

    • @BaxxyNut
      @BaxxyNut Месяц назад +2

      As a senior computer science undergrad, it was super cool to hear about this type of thing

    • @malborboss
      @malborboss Месяц назад +1

      Same. I wish they were hiring remotely as I'm not from US. Sounds like a really interesting problem to work on.

    • @whatswithyous
      @whatswithyous Месяц назад +1

      @@ROACH123_ so?

    • @ROACH123_
      @ROACH123_ Месяц назад

      @@whatswithyous ?

  • @escarretada
    @escarretada Месяц назад +135

    This is what is calling pushing mmorpg forward finally some devs with balls

    • @yous2244
      @yous2244 Месяц назад +2

      *Called 🤓

    • @samchu9060
      @samchu9060 Месяц назад +2

      Star citizen invented the tech tho

    • @ratmanblackgrew7846
      @ratmanblackgrew7846 Месяц назад

      @@samchu9060 who cares whitch invent whitch... at the end of the day when you gonna play in your room do you think someone will give a flying fuck about tech and how hard it is to pull it off for mmorpg to be right in real time scale for players to fight ??? be serious now... nobady gives a shit. Kuddos for who succes not for who was first...

    • @samchu9060
      @samchu9060 Месяц назад

      @@ratmanblackgrew7846 yes i do care. Star citizend developed it and tested it and also had success. I just say credit where credit is due. Would you like it if someone gets recognition for something YOU did?

    • @samchu9060
      @samchu9060 Месяц назад +3

      @@ratmanblackgrew7846 and star citized also had success. Its also real time battles. On a much bigger scale too. Inform yourself first before commenting such disrespectful stuff

  • @PoisonTaco
    @PoisonTaco Месяц назад +11

    I'm mainly from the Star Citizen community. So it's exciting to see that your studio is also achieving very similar technology that we're seeing from Cloud Imperium Games. I don't have enough hours in the day to be passionate about two big and ambitious MMO projects. But I still want to support Ashes, wish the folks at Intrepid all the best and I really hope your hard work and dedication to the project pay off. I also want to see backers for Ashes get a well deserved win.
    Hats off to everyone. Let's be happy for how our games are finally coming together!

  • @s0cc3r4li7e
    @s0cc3r4li7e Месяц назад +35

    Crazy effort on taking the complex system 1:09:44 and moving from single threaded processor of the replication graph to multi threaded. I'd be curious to see the debug ability and tools setup to deal with the complexity of that level of system when the 40k/tick worst case scenario is pushed. Props from a fan watching from the side!

  • @FearHype
    @FearHype Месяц назад +49

    Really looking forward to this tech being implemented before Alpha 2 launch later this Quarter!

  • @benjizdavis8157
    @benjizdavis8157 Месяц назад +12

    Finnaly ! SC did it, you did it. I hope both project will have a lot of sucess. Its crazy to know today only Indy devs have balls to make new tech like this.

  • @ZephyrorOG
    @ZephyrorOG Месяц назад +111

    You'll have to pardon my language due to excitement Steven, but this is simply f*cking insane.
    I am extremely proud of your vision and perseverance.
    For all the hard work, thank you Intrepid.

    • @Brealmeidaa
      @Brealmeidaa Месяц назад +3

      As a dev myself, its really interesting the concept that they created to solve the server issue. And its a lasting long issue, almost all massive mmos suffered with this. Wow, ragnarok online, line age 2, mu, every one had massive lag-spikes and almost a no-go by today standards of "playable". Even something like new world, that had one of the most powerful network infra-estructures companies in the world behind it, coulnd handle almost 1 milion players online.
      They're literraly changing the insane out-dated approach of "more processing power equals more players" what was impossible to measure how many you will actually have at launch, thus being always a matter of: "waiting for servers to be at 100% capacity" to address the issue, wich is extremely innefective.
      Its really simple and clever how proxies will just "simulate" an action without overloading the base server. I hope it works as they plan, its a huge step.

  • @brayden43
    @brayden43 Месяц назад +21

    With Alpha 2 coming up, I'd love to get more input next stream on what you want feedback/bug reporting on once we're in game. Do you want us to report every little misaligned tree and rock or do you want focused feedback on systems and larger bugs?

    • @AshesofCreation
      @AshesofCreation  Месяц назад +16

      We will share more information about what info we are looking for as we get closer toward the testing period so please stay tuned!

    • @Touchin-Grass
      @Touchin-Grass Месяц назад +2

      ​@AshesofCreation I cannot wait to test A2. I will be giving detailed feedback, I want this game to succeed!

    • @kevhatfield3444
      @kevhatfield3444 Месяц назад

      @@Touchin-Grassyeah I have been following this since the beginning. I am beyond excited for this and Dune. I just wish I could get in to test ughhhhh

  • @sergelysak
    @sergelysak Месяц назад +21

    I'm a developer, but I've never worked on any gaming projects. The most mind blowing thing to me actually, is that this isn't what is already standard in the industry. I imagined that these server meshing type structures is already how MMOs are created.
    I don't mean to downplay this in any way. If this isn't how things have already been done, then it still makes your team's effort to create this a huge undertaking. You can imagine these structures on a high level, but implementing them, especially as a frontier, is very impressive. Thank you for doing this work, it will push gaming standard forward, we gamers benefit from this greatly.

    • @Tylru
      @Tylru Месяц назад +8

      Server meshing is a very new (relatively speaking) technique. Until this, generally speaking, each area of the world would be a separate server and you could only see and interact with people within your server. When you reach the border of that server you would either get a loading screen, or all of the people you're leaving behind as you cross the border would immediately disappear and the new server's population would appear.
      This sort of tech is starting to take hold, but it is VERY complicated to build and most established game engines have not yet provided systems like this out of the box - So it means the developers of each game individually have to figure it out themselves and build something unique from scratch.

    • @sergelysak
      @sergelysak Месяц назад

      @Tylru So I've now learned. I just watched a video on Starfield working on this too.
      Always assumed that this tech was a necessity for MMOs from the get go. Seeing the incredible innovations in graphics lately, I thought similar occurred in other systems that are more behind the scenes.

    • @micahthedutch
      @micahthedutch Месяц назад +1

      ATLAS is an open world survival sandbox game that started to play with this and would let you self-host the servers. It was really cool being able to run multiple instances of the game at home and see this kind of scaling live, even if in a very rudimentary state.
      So cool to see this modern evolution.

    • @whyareless
      @whyareless Месяц назад +1

      @@sergelysak I believe you meant to say Star Citizen, and not Starfield haha

    • @sergelysak
      @sergelysak Месяц назад +4

      @@whyareless lol, yes.

  • @matzemania4416
    @matzemania4416 Месяц назад +6

    Cool that this will be implemented in AoC!
    Its one of the coolest parts of Star Citiezen and to see that now another developer is also getting the importance of this tecnologie is awesome!
    This will be one of a kinde Fantasy MMORPG!

  • @13Dread
    @13Dread Месяц назад +3

    I am really aware of the intricacies and problems network stacks give to projects of this size. My most sincere CONGRATS to the smart heads working in the server meshing under UE5. You have achieved what can be considered state-of-the-art in terms of connecting massive amounts of actors with manageable latency. Again, congrats.

  • @samblanton9010
    @samblanton9010 Месяц назад +3

    Stuff like this is very indicative of you guys’ willingness to stick to your original vision, much more so than saying you will or even showing progress in gameplay and design. The fact that you encountered a seemingly insurmountable problem that all mmo devs face and, because it is in the way of your goal, decide to tackle it with groundbreaking technology solutions shows how dedicated your company is to delivering what you originally intended to create. I’m looking forward to seeing what else you can accomplish.

  • @runescapeppl41
    @runescapeppl41 Месяц назад +8

    I was really hoping you would follow CIG in this tech, truly amazingly, good job guys.

    • @hapticsvideodrome5785
      @hapticsvideodrome5785 3 дня назад

      actually, it's quite similar to what they do, dymamic gridding is dynamic server meshing. they have the same problems.

  • @Liq38
    @Liq38 Месяц назад +7

    you had me at no layering...so excited to be a part of this world youre building.

  • @Crown.A
    @Crown.A Месяц назад +47

    Is it the most exciting? No.
    Is it the most important thing for a massive scale MMO that most games can’t overcome? Sure. Very exciting to hear about what yall are working on.

    • @HardHeavySTYLE
      @HardHeavySTYLE Месяц назад +5

      It's very exciting!
      You have never encountered network problems in MMORPGs, unless the network issue is the most important aspect for you in any game.
      Any most ingenious and beautiful game always breaks down about problems with the network, and it was this question that was the most exciting and important for any seasoned mmorpg fan. For me personally, this stream caused many more positive emotions than any other.

    • @capcorgiTV
      @capcorgiTV Месяц назад

      I disagree, thiis CRAZY exciting

  • @cnc-khronus
    @cnc-khronus Месяц назад +13

    Looking really great. Can't wait to be a part of Alpha 2.

  • @rollinra8668
    @rollinra8668 23 дня назад

    These dev updates in addition to the transparency of the long/arduous process of creating a fully realized MMO is a breath of fresh air. Keep up the good work! I believe in you guys.

  • @WherearetheWMD
    @WherearetheWMD Месяц назад +1

    great stuff, thanks for showing where you're at and the details behind the scenes ! Rooting for you as you keep pushing the boundaries for the genre

  • @ohihassan693
    @ohihassan693 Месяц назад +1

    I cant help but notice how the devs explaining these tech things really into it, its like an inventor explain his exciting new invention to others.

  • @rdk3j343
    @rdk3j343 Месяц назад +1

    I'm an ISP network engineer and I'm glad to finally hear about the network concepts for this type of game. I've always been curious about it since I was a kid. I get the impression gamers rarely consider "what's sitting under the hood". Previews like these show the scale of the project. It must impress any listener. I appreciate and hope for more of these types of techy presentations

  • @iurykrieger
    @iurykrieger Месяц назад +7

    As a backend software engineer, I simply could not be prouder of what Intrepid Team have accomplished.
    Phenomenal and unprecedented work! This changes not just this game but the whole game development industry! 🎉

  • @Creepy-Girl
    @Creepy-Girl Месяц назад +12

    Star Citizen and Ashes of Creation paving the way forward to next gen MMORPG's.

  • @sticqeno288
    @sticqeno288 Месяц назад +1

    The level of detail continues to amaze me. I'm truly grateful to witness this project come to life.

  • @Apok_Alyptik
    @Apok_Alyptik Месяц назад +4

    When I learned about server meshing last year I was hoping you would be implementing it, hope everything goes well the team sounds very proud of their work.

  • @MyMastergamer
    @MyMastergamer 29 дней назад

    I'm so delighted that the hardwork of people in the backend are getting their HUGELY deserved limelight.
    This is seriously amazing stuff, thank you!!!!!

  • @Metroiidd
    @Metroiidd Месяц назад +3

    Awesome job. Great to hear from the engineering team as they are the wizards behind the scene. I work in Business operations in tech, but I always make sure to befriend and get to know the engineers and devs at my companies. Nothing but the utmost respect and admiration for these folks. Glad you were able to spotlight your teams work Steven. Well done.

  • @crazy_mikee
    @crazy_mikee Месяц назад +2

    cant wait to dive into alpha 2, awesome progress these past few years

  • @CatSnievans
    @CatSnievans Месяц назад +2

    Absolutely awesome, was looking forward to this and loved every bit of it!

  • @xGhrinzz
    @xGhrinzz Месяц назад

    You guys are doing great work, thanks for giving us a peek through the window of this VERY complex development process.

  • @JohnnyJaxmusic
    @JohnnyJaxmusic Месяц назад +4

    Another video yay! Was afraid you weren’t posting this month

  • @ViggoH
    @ViggoH Месяц назад +1

    Loving this insight to the Creation of Ashes :D Thank you all so much for giving us all these updates every month! 🙌

  • @SheldonBroyles
    @SheldonBroyles Месяц назад

    Seeing how you guys break everything down and how the servers work vs other games is so interesting thanks for being so clear❤

  • @t-f9733
    @t-f9733 Месяц назад

    This techtalk felt like you guys were droping a bomb!
    This Showcase was so amazing thanks to your whole team and thanks so much for sharing this with us!

  • @frykman_iam
    @frykman_iam Месяц назад +1

    This is so interresting, i knew i should have educated myself into game development yet i did not. I admire these bright minds and looking forward to immerse myself in this world you creating

    • @frykman_iam
      @frykman_iam Месяц назад

      A question though, will there be one congested starter area or will there be several different ones? Sorry if i missed the answer in the video

  • @evilsa1nt
    @evilsa1nt Месяц назад

    As a senior systems engineer (albeit not working on problems as complex as MMOs), this is eye-opening and I'm happily nerding out. Can't wait for Alpha 2!

  • @RyukoKasei
    @RyukoKasei Месяц назад

    More of this please! It has been a blast to learn more about the details and understand the tech a bit more. :)

  • @NorthFreeze
    @NorthFreeze Месяц назад +2

    I love the passion you can hear from them. Even with something as technical as networking. You can tell they just want to make a good game. High hopes for this one.

  • @BirthrightGaming
    @BirthrightGaming Месяц назад +1

    This has to be my favorite livestream to date!
    You can tell the enthusiasm in Hunter and Anton's voices as they describe the task set before them, and the myriad ways you all are planning to resolve those tasks.
    I for one am a huge fan of seeing the behind-the-scenes of the technology and overall game design. Like Steven has said, it does alot to inspire folks like myself to pursue education, careers or hobbies in the CompSci world.
    What you guys are doing at Intrepid is some amazing, boundary pushing stuff. I am excited to continue following yall's Journey with AoC, and am equally hyped to get to playtest these features myself in the upcoming Alpha 2.
    Godspeed Intrepid Warriors, and may the winds of Verra continue to fill your sails as you bolster through these uncharted waters 🫡

  • @khelron114
    @khelron114 Месяц назад

    Absolutely incredible presentation. I don't come from a CS background, but I thoroughly enjoyed learning about all the backend development intricacies you guys went over. This kind of presentation gives people a bigger sense of respect and adoration for all the hard work that goes into the making of the games we love to play. Thanks to the whole team for everything you guys do! Very excited for Alpha 2 and beyond!

  • @R4L14N
    @R4L14N Месяц назад +1

    i really enjoyed this video. i love peaking behind the veil and seeing what causes the problems we've all experienced, why they happen and what to do to fix them. i had no idea this many aspects went into networking, like one of you mentioned "the client doesnt care how it works, just that it does work" and i was that 'client' for a while.
    World of Warcraft: Legion was when i started noticing things like server meshing and sharding, and ive gotta say that is a terrible experience. One moment your roaming with a group of alliance players and you turn around and suddenly they are all gone and the Horde chases you down, cos you were sharded... im super happy that you guys managed what you did, the infectious joy you guys are displaying having overcome these obstacles to provide the best experience for your players is heart-warming. Thank you guys for all your hard work.
    I hope you guys are ready, cos what you're doing is raising the bar that all other mmo's are gonna be compared to.

  • @micahthedutch
    @micahthedutch Месяц назад

    This was a fantastic glimpse into the depth of what you guys are creating with AoC. Super cool to see the thought and innovation and even the depth you have gone to enable debugging for your teams to continue improvements and maintain stability.

  • @NatroSelection
    @NatroSelection Месяц назад

    Congrats on what you have been able to achieve with this age old problem! I'm thoroughly impressed with what you have implemented here. Love these deep dives into the technical aspects of game development. Its not normally talked about and I thank you for being willing and able to dive deep into these topics.

  • @Alpha_Sigma01
    @Alpha_Sigma01 Месяц назад +1

    My geek meter topped out watching this update 😂 I loved it ❤ thnx Intrepid!

  • @Dannnneh
    @Dannnneh Месяц назад +1

    Very interested in tech-talks like this. Great job!

  • @DemonovMX
    @DemonovMX Месяц назад

    the most technical update managed to deliver also (for me) best combat footage ever , thank you !

  • @Hazels_
    @Hazels_ Месяц назад

    This is amazing content and Steven and his team does a fantastic job showcasing it. Look forward to the next video

  • @omerzakay2051
    @omerzakay2051 Месяц назад

    What an incredible presentation. Thank you guys for sharing your technical progress -- it's really inspiring!

  • @Airsuprem
    @Airsuprem Месяц назад

    this presentation made me being a fan of the entire dev team. networking/performance is so important. thanks for the deeper view behind some of your systems.

  • @tenshi414
    @tenshi414 Месяц назад +3

    I tell everyone i know that even thinks about gaming about this game, cannot be hyped more about the future of this project!

  • @AshenWolf0127
    @AshenWolf0127 19 дней назад

    With every single one of these updates, I wish I have chosen a different engine all these years back. Great work guys!

  • @felipepenha3556
    @felipepenha3556 Месяц назад +1

    I really LOVE to see this kind of presentation, as I saw in the comments there is a bunch of people that work with technology like me who work as QA, it's sooo cool to see what's happening "behind the scene" and what the DEVS are thinking during the development! Keep doing the hard work guys, back-end and server's architecture are art and it's hard to understand and appreciate, this is way it's so nice and important to see this kind chapter of development!

  • @itz_pepe
    @itz_pepe Месяц назад

    I just love the tech sneak peeks like this ( ... I'm somewhat of a software engineer myself too for the past 20 years ...). IMHO, one of the best if not the best streams :)

  • @mourbonaventure7475
    @mourbonaventure7475 Месяц назад +2

    I've downloaded this video and I am gonna use all these secrets to make my own game. Thanks!!! Suckers!!!

  • @repsejnworb
    @repsejnworb Месяц назад

    I LOVE YOU for doing this.
    The lowlevel "talks" are the best!
    I know and understand the community is mixed and wants/understands different things, but I really love that you give us who are interested in the technical lowlevel parts something!
    This is more meaty than some GDC talks given by other companies !
    Love you

  • @copperclawz
    @copperclawz Месяц назад

    Some very impressive things here. If you can get it done, and we all hope you do, it will change the industry forever. Keep on keeping on.

  • @iKnyx
    @iKnyx Месяц назад

    "Mindblowned", I'm glad I am familiarized with the terminology shared today and It was a pleasure to hear such professionals "teach" and explain all this advances in Gaming Network.

  • @Legendaryplaya
    @Legendaryplaya Месяц назад

    This was awesome. I hope you will publish more documentation on how this was implemented. How you got multi-threaded working is really interesting!

  • @piotrs1111
    @piotrs1111 Месяц назад

    Thank you! This stuff was something I was looking forward for a long time. Not only pretty visuals common for unreal engine games but the insight to the backend. In last few years there were few MMO games based on unreal enginge but failed due to the unability to sustain large scale player interactions. Seeing your focus and dedication to this area gives me hope for Ashes. Good job, keep it going!

  • @guardianlamb9962
    @guardianlamb9962 Месяц назад +1

    PLEASE FOR GODSAKE, add video chapters especially when it is hour long. It will make it so much easier for ur average person to follow along properly

  • @garm7506
    @garm7506 Месяц назад

    This is incredible! I really liked this technical talk. You are pushing current technology forward to make this project possible. Thanks to all the people at Intrepid Studios.

  • @andrearsenault7284
    @andrearsenault7284 Месяц назад

    Great to see this kind of knowledge sharing. We did some similar work with with DC Universe Online's server architecture back in the day but your dynamic server gridding and multi-threaded replication takes it to the next level!

  • @WingTzu343
    @WingTzu343 Месяц назад

    This honestly reminds me of a GDC talk and that makes me so happy. THIS is the stuff I love to see from the Ashes team. THIS single video has made me so much more excited to dive into Ashes. Hell yeah guys awesome work!

  • @12flare
    @12flare Месяц назад

    This was an incredible presentation, and I can confidently say that I've never been so hyped about a technical preview before. Thank you for continuing to push boundaries, I can't wait to see what you've achieved when we get to play the game.😍

  • @islingrelda
    @islingrelda Месяц назад +2

    Well I feel like I'm watching Star Citizen translated to Fantasy MMORPG here. Great stuff.

  • @ondrejmarek1980
    @ondrejmarek1980 Месяц назад

    kudos for shining a spotlight on the unsung heroes of this niche genre - backend devs - it's engineering in it's purest form and very rewarding when you get stuff working .. wish there was a channel dedicated to this - peeking behind the curtain how stuff like this is really made for other games too

  • @joeoverton1628
    @joeoverton1628 28 дней назад

    Absolutely amazing video. It's so incredibly interesting to get such an in-depth look at the kind of technology that is needed to make such an ambitious project work. Hopefully we get more updates like in the future

  • @WasabithePom
    @WasabithePom Месяц назад

    A very nice technical stream; thank you!

  • @Schmitzerize1992
    @Schmitzerize1992 Месяц назад

    Awesome video. You explained it pretty good and the visuals were great for the understanding. Also the Music and the volume of the music was perfect. Pretty chill vibes. Good job everyone!

  • @FreeFlyer3
    @FreeFlyer3 Месяц назад

    That was really awesome and as a career tech nerd this was probably one of the top 3 streams for me along with caravans & node wars :)

  • @kuzgun437
    @kuzgun437 Месяц назад +1

    in every update we say that it was the best update so far. Keep it up guys!

  • @veil1792
    @veil1792 Месяц назад +6

    *They grow up so fast!*
    🥰

  • @KHRON3434
    @KHRON3434 Месяц назад

    Please give us more updates like this. This type of content gives us real insight into the project's depth and reassures fans who actually believe in this project. This isn't just a bunch of UE5 assets floating around as some suggest.

  • @DeadLikeMeJ
    @DeadLikeMeJ Месяц назад

    awesome stream ! it's always incredible to see passionate devs share and talk about what they bring into life with passion and talent, well done on this !

  • @maxelcomrade
    @maxelcomrade Месяц назад

    To be fair, don't be afraid to do these types of insights. It is so interesting as a player, but also invaluable as a developer. You are basically pushing the industry forward, with the game's design, technology and marketing. Love you guys ♥

  • @prahladaz7296
    @prahladaz7296 Месяц назад

    Brilliant !
    Great thanks to all the brains behind the meshing tech!

  • @Crozz22
    @Crozz22 Месяц назад

    This kind of technical video is exactly the stuff that gets me interested in a game, because a game needs a solid foundation to be successful.

  • @ProtofhumanRoM
    @ProtofhumanRoM Месяц назад

    I really enjoyed this type of content. Hopefully you will continue with these

  • @MrStrats
    @MrStrats Месяц назад

    This was awesome. I'm a data dev, but not in game design, and I was able to mostly understand with no issue. Well explained, and it felt honest and genuine. I applaud your team for attempting to be innovative with such an integral part of the function of the MMO and, of course, for sharing it with us.

  • @cortex6065
    @cortex6065 Месяц назад

    Here's to more of these! Really cool to find out more about these sorts of technologies! Keep doing what you're doing, really seems like an awesome project!
    As a Guild Wars 2 enjoyed, I really hope this tech is going to allow for truly MASSIVE player battles with relatively minimal server lag. There is nothing quite like hundreds of coordinated players b battling it out!

  • @johnyavenue5314
    @johnyavenue5314 Месяц назад

    Thank you, I've been looking for this for some time 🤗

  • @WAYNGames
    @WAYNGames Месяц назад

    As a game dev this is the most exciting stream I've seen ! Thanks for sharing so much about your game dev process on this incredible MMORPG. 🥰

  • @petitcaillou814
    @petitcaillou814 Месяц назад

    Great job in developing this tech !! Its only the second time I hear about it after Star Citizen and I find it incredible you guys are able to create something like this as well !

  • @Solvyx
    @Solvyx Месяц назад

    Overjoyed you're taking on server meshing as an important endeavour. should be a world of fun and hoping for ultimately a smooth and fluid experience.

  • @DEItsOkray
    @DEItsOkray Месяц назад

    My favorite presentation so far I think. Lol. Amazing work

  • @g.m.fernandes3579
    @g.m.fernandes3579 Месяц назад

    Amazing tech talk! It's pretty impressive tech, and most likely something that's going to become fundamental for modern MMO's going forward. If it's not something that we can't do because the hardware isn't there yet, then it's something we got to have. This made me way more excited about AoC than most of your other videos.

  • @Mdynan
    @Mdynan Месяц назад

    I can't wait to play this game. Thank you for putting in the work and please keep it up.

  • @Skullarious
    @Skullarious Месяц назад

    This was awesome. Hope you do more of these.

  • @true.is.around
    @true.is.around Месяц назад +7

    server boundaries may be partially fenced, mountains-rivers, etc. in the game world to reduce interactions in the space between servers and move the game to a given server.
    -party buffs, party exp bonus, party loot bonus.8 ppl party.

    • @YeetMeDaddy
      @YeetMeDaddy Месяц назад

      It would help, but would also bring other issues to the table. To start off you may think on how the map is split to be distributed across all the servers and how X and Y coordinates work so you can tell where one server starts and the other ends. You would basically have two approaches:
      1. Draw squares or rectangles and then assign them 4 coordinates (one for each corner) as a reference, and say to the algorithm responsible for creating a server something like "from coordinate 1 to 2, draw a line" so it can easily create that squared boundary or;
      2. Draw those borders around the assets inconsistently (e.g. without a "cornered" geometric form).
      Now, the problems are:
      - In case #1 you would need to place assets that you simply can't go over (like walls, boulders, canyons and mountains) in a squared pattern around each server, which would basically fuck up your landscape and turn into something very ugly and uninsteresting very quickly;
      - In case #2 you could create the landscape as you want, but since you cannot easily calculate the coordinates using references (corners) you would need to calculate and store each one of the X and Y values across all the border extension in order to draw an irregular border and thus, create an irregular shaped server.
      Considering only these two cases (which are probably not the only ones) it is way easier to just go with a squared-pattern server and work out how to optmize the server transfer itself, specially when we think about resilience e.g. how quickly a faulty server can go down and then up again.

    • @WingTzu343
      @WingTzu343 Месяц назад

      Perhaps, but I don't think it'll be that simple because of their dynamic gridding tech. That's what's sort of insane about their solution is that those boundaries aren't static. They shift based on where the demand/load is located.
      Because of that, they're having to ensure server boundaries just don't cause those problems in the first place. Otherwise, yeah that'll be a limitation as to how exactly they can slice up their servers which could interestingly influence map design.

    • @Hzuuuu
      @Hzuuuu Месяц назад

      ​@@YeetMeDaddy My biggest concern as as to how they're going to implement dynamic gridding is the fact that the game world landscape itself is dynamic. The landscapes changes depending on player activities. No one Realm can be the same as the location of player activities will affect the location of the landscape changes. The world goes from barren to be filled with player triggered advancements from camps to villages to metropolis. Again, their location isn't static either. It can be coastal, on the mountains, in flatlands, etc.
      Your first solution is a lot more likely. From what I understand, the way they're talking it seems that their approach will depend heavily on the replicators being able to transfer authorities as seamlessly and fast as possible. Your 2nd solution sounds like a very impossible approach considering the dynamic nature of the game's world.

  • @penguinmonk7661
    @penguinmonk7661 Месяц назад

    I am so hyped to watch this after I get of work. From what I understood from collegaues this is very technical and in depth. Thank you for making this, its absolutely awesome to see such technologies talked about at length.
    And cudos making something that you knowwon't be everyones cup of tea, for the few software devs like myself(adjunct professor distributed algorithms) this is like a mini christmas.

  • @TAC0o1
    @TAC0o1 Месяц назад

    Loved this update, I am learning to work with AWS for my job and this felt like combining my job with my gaming passion. Thanks!

  • @thedingus4356
    @thedingus4356 Месяц назад

    This game is gonna be art, so much passion felt from these devs

  • @KillswitchGMR
    @KillswitchGMR Месяц назад

    All I can say is thank you for all your hard work. Thank you for caring for the community and about making a good game.

  • @psylas5880
    @psylas5880 Месяц назад

    I really enjoyed this presentation, as somebody who really doesn't have a strong understanding of server architecture. I found the explanations absolutely fascinating - and hearing that intrepid has put resources into developing cutting edge, proprietary methods of approaching this issue is very encouraging. Good work guys.

  • @mrplague9881
    @mrplague9881 Месяц назад

    This was a very interesting breakdown of the networking systems for Ashes of Creation. Did a very good job of describing very complex system to all of us plebs. :)

  • @austindalton2714
    @austindalton2714 Месяц назад

    Love the detailed video, I am a programmer and thus loved the depth

  • @dilanovich
    @dilanovich Месяц назад

    I am making a small game in my spare time as a self-taught coder, and though I'm not nearly close to understanding technical level of complexity this team is implementing, it is still fascinating seeing the kinds of problems they're facing and the solutions they have to think of. Definitely a cool stream so thanks for sharing!