>> |
06/17/09(Wed)15:18 No.32980335>>32979709
as far as I understand OP, the engine he develops is supposed to create the enviroment the player moves in. this
includes large architectural structures, the AI life and behavior, and,
here comes the cloud computing part, include informations from other
palyers from which it gets its variation. as far as I understand
you, you don't see any actual processing that is distributed through
the cloud and hence lifting pressure from the individual PC, right?
while
I'm not OP, I think (because it seems the most logic to me) OP means
that this computing enviroment is envisioned as parallel processing
cloud, meaning that - simplified - one user PC generates the
architecture, one generates the AI and so forth, and that the generated
information is shared between the users.
now that sounds
similarly ridiculous as onlive, but the catch is, as far as I
understand this concept, that this information is created in sectors
relatively far away from the player that the cloud has time to generate
it until it actually needs to be displayed to the user.
I know
it still sounds very speculative, but maybe that helps. also this
pretty much would still make it necessary to compute a large part with
ou own PC, thus leaving little computing power to spare for the cloud,
and as such, a need for a big cloud, or better, alot of players. and I don't know if these two factors don't scale to steep to overlap (meaning a surplus of precessing power). |