Dual Universe DevDiary – Massively Multiplayer Server Technology Pre-Alpha Video
Dual Universe is a continuous single-shard sandbox MMORPG taking place in a multi-planets Sci-Fi world with player-driven in-game economy, politics, trade and warfare. Players can freely modify the world by creating structures, space ships or orbital stations, giving birth to empires and civilizations.
Following our successful Kickstarter campaign and popular demand, we developed a new crowdfunding website that allows more players to participate. More info here:
This video is the first of a series that will showcase the innovative technology behind Dual Universe.
We’ll be uploading more videos demonstrating the massively multiplayer servers, how the voxel engine works and other aspects of what goes on when lots and lots of players interact together in Dual Universe.
So stay tuned!
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This is FREAKIN amazing. What a game changer to have a MMO that's a completely persistent open world of massive proportions. Please enlighten me, is this built on Novaquark foundational framework or Improbable SpatialOS? Or is this using some other tech? I would truly be interested in knowing. Thanks
NVM – Looks like it was build on Novaquark. Very interesting tech. Now my question is what are the differences between Novaquark and SpatialOS and who will lead the charge!
If you can't get more than 5fps on your dev bench sim with only 1.5k clients, how the hell do you intend to supply an experience to "thousands" of real people?
The server room is gonna fill a skyscraper
That sounds awesome
This is what Star Citizen is trying to do with their Server Meshing. This type of server tech that is only being implimented is GAME CHANGING. Only 2 or 3 games that I know of are trying to develop this tech for their games….but when they lock it down, it's gonna be so [email protected]#$ epic.
Can you tell me what type of architecture you are using? I assume from
the footage that you are using State Sync. But how are you able to
broadcast so much data? You talk about updating things further away less
frequently but for large scale deployment this can't be enough. How are
you scaling the server load? Surely you must intend on using large
amounts of servers, how do you coordinate them? Some sort of cluster?
Can you tell me what type of architecture you are using? I assume from
the footage that you are using State Sync. But how are you able to
broadcast so much data? You talk about updating things further away less
frequently but for large scale deployment this can't be enough. How are
you scaling the server load? Surely you must intend on using large
amounts of servers, how do you coordinate them? Some sort of cluster?
So, if i have correctly understood, the world i divided into cubes whom entities inside are handled by one server being part of a cluster, the megaserver, and as more and more entities are getting closer the cube size lessens as to decrease the number of entities handled per server.
Still I wonder how a player in a cube, so connected to a specific server, could see a player in another cube, connected to another server ? Is a client connected to several servers at once which match the cubes around him ?
basically star citizen, with a more "have fun to play and build your universe" approach than "it looks good" approach
So nice cant qait
Interesting tech but …
Prediction: immature griefers will ruin the fun for everyone else like in every other MMO's.
No thanks, I'll stick to single player games thank you.
With eve dying my gaming group is looking at other games, this is very high in my books.
What he is describing is actually basically how is how some MMO games already work right now. The problem with shards is the database can get easily corrupted. What has got me worried about DU is that there is a huge different between tracking, processing and rendering a client's character. As oppose to what that client will build since it will probably involve thousands to tens of millions voxel entities all of which must be tracked, processed and rendered. It will consumer a lot of server resources as well as put a huge strain a client's computer if the data is not handled correctly.
One thing that really makes me laugh about this entire video is that what he is describing in spite that he is using different words is exactly what Star Citizen has been working on for something and is close it completing it and has been in development long before DU ever started its development. It seem to me all he is doing is trying to take credit for someone else hard work. Which is a sad joke.
This is an AWESOME way to explain the new server tech Great JOB!!
lol nice try trying to catch up to the best dam space sim ever .. star citizen :')
You got some scary prices for Pre-game ;c
Space Engineers has humongous problems in regards to maintaining updates when you have fast entities since the concept of distance/space gets thrown out the window. And the bigger question is of propagating and interlacing multiple-client effects at the same time based on what i assume to be a stack model and then how does that get redistributed through the core to the clients. In the end, you will need a ridiculous amounts of threads to process updates on an individual entity basis.
Personally, i'd love to think these problems are solved, but i doubt it.
The debug view gives the impression that you're spinning up/down servers as the circle grows closer, but you're really not, right? You're just maintaining the number of players per server. Can you show an example of the players walking in a large circle (not going in an out) and spawning new players into the game as they walk? That would eventually show a new server spin up, correct?
looks like someone should give up and go work for CIG
Really, one big server? Why not at least seperate out the solar systems, there's no reason for the whole thing to be on the same server
If this in the end going to be a game , Do you guys going to Make it To Steam ? 😀
What if 3000 players on a single planet manipulate the terrain at the same time?
Oh look, another Early Access game made by developers that deliver false promises. Downvote. You're idiots if you buy into this.
Is this patented technique so if someone wants to use it in future they will have to pay you or what?
Winters was here 9/13/2016 😀
So how did you come up with the idea of this server tech? is it a unique patent by you guys or implementation of an existing patent?
To ambitious, going to be in alpha for years and years. High risk of abandonment. Let me see your finances before I even try to get excited.
Look at all those jews trying to find money.
I think this is what I've been waiting for.
I issue with these games are the players. I would love to make a massive ship with hangers and trading posts, however, trolls will always shoot me and blow my shit up during construction. Then i quit and place space engineers.
star citizen
People should know that proper space combat mechanics had to be sacrificed in favor of dull tab targeting to have this many players (and ships) in one place. Serious tradeoff for me. I would prefer a single shard MMO that rather restricts players allowed per solar system (queuing if the limit gets reached, explained by dangerous effects of too many warp drives too close together to keep immersion intact) than sacrificing satisfying game mechanics.
hellos , your game is very boring the air! I would like to know if you go to the French translation ? and if we can created our own server ? thank you very much
Guess if there is Player driven trade and politics Im gonna have to get the game as soon as to try and build a Ship mechanical station in space, where i will offer cheap repairs and upgrades to ships, and shall be a Renowned mercenary Pilot in my free time haha.
@Dual Universe Technology is looking swell, 1000 players is already lot better than what a lot of MMO currently on the market manage on a given server. I am already looking forward to this game and hope to see great things!
will there be a playable Alpha/Beta?
Also, this game looks great!
This looks amazing=) keep up the good work!