A game engine for the Web without any usable demo, only a video. Who knows how it came to be. Being used to most Web productions never coming at the level of Infinity Blade, seeing a video isn't really something that impresses the crowd. https://www.polygon.com/2013/9/10/4715534/infinity-blade-3-c...
Not trying to be rude, but I can’t decipher what you are saying in the second paragraph. Is infinity blade created using the Ambient engine, or does it have deceptive demo videos, or what? Sorry, not trying to be dense.
Ambient: The Multiplayer Game Engine
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Re: Ambient: The Multiplayer Game Engine
#42I wonder how it can scale? Even with the battle royale craze, it seems like nothing has really replicated Planetside 2's black magic netcode (or at least amassed a playerbase big enough to show it off).
> it seems like nothing has really replicated Planetside 2's black magic netcode Or tried to. From what I’ve read online they massively rely on client-side computation, even for hit detection. It seems more like trading security for performance than any sort of technical miracle black magic. Unless I’ve missed something?
Re: Ambient: The Multiplayer Game Engine
#43Engines that reached escape velocity often did so by having usable artist tools and [...] no, that's pretty much the defining factor. Artists used them. Seeing people in the age of 2 commercial engines (and only one you can reliably ship with...) attempt to challenge architectures the incumbents instilled, knowing the challenge of getting games made with a new engine, gives my cynicism a run for its' money.
The only opensource game engine that looks interesting is Godot, they are working hard on making their tools better and growing their asset store.
Re: Ambient: The Multiplayer Game Engine
#44This confused me: > Ambient is a single executable which can run on Windows, Mac and Linux Until I read this: > Note that content is always streamed so the only thing the joining user requires is Ambient itself to join the session. So that's what the wasm is for. Even the client code is streamed to the client when you connect to a server. Interesting take. I hope it's not, as someone else said, an "open core" SaaS wh…
The first implementation probably just synchronizes every single change in state of the worlds database.
I wonder if you can flag things that only the server should know, and somehow calculate what each client can see and know about.
Re: Ambient: The Multiplayer Game Engine
#45Just by seeing those two peeps in the sofa I immediately knew they were Swedish (and right I was). :) Isn't it funny how easy it is to sometimes spot your own nationality? Congrats on the release!
Re: Ambient: The Multiplayer Game Engine
#46I think there's a real opportunity here, if done well. It should be feasible to get initial load times down to single digit seconds, https://venge.io style, but then with progressive enhancement to AAA level graphics assets. I think that could be disruptive.
Load times on most games are ridiculously huge especially if you include download/install times, which you should, and not just initially but for patches too. There's no fundamental reason it needs to be so slow, and I think the industry is underestimating how much it's collectively costing them.
Re: Ambient: The Multiplayer Game Engine
#47What are the guarantees about the networking? I saw this in the blog post: > The server state is automatically synchronized to clients, and the data model is the same on the server and client. This means that in the future you can move your code between backend and frontend, or even run it on both seamlessly. Different types of games need different types of networking. It seems like it's going to be hard to reason ab…
Re: Ambient: The Multiplayer Game Engine
#48Earlier quoted context omitted.
Not trying to be rude, but I can’t decipher what you are saying in the second paragraph. Is infinity blade created using the Ambient engine, or does it have deceptive demo videos, or what? Sorry, not trying to be dense.
Infinity Blade was an iOS game released 13 years ago that was among the first to truly show off what you could do in 3d on an iPhone. It was an early killer app.
https://web.archive.org/web/20140210210113/http://www.unreal...
Re: Ambient: The Multiplayer Game Engine
#49Re: Ambient: The Multiplayer Game Engine
#50What are the guarantees about the networking? I saw this in the blog post: > The server state is automatically synchronized to clients, and the data model is the same on the server and client. This means that in the future you can move your code between backend and frontend, or even run it on both seamlessly. Different types of games need different types of networking. It seems like it's going to be hard to reason ab…
Basically, keep a "full" state backlog and ship user control events, if control events arrive late you simulate forward to "now" from the backlog with corrected input.
I've been working on something very similar, gonna comment on the top-level.