Game Engines 2021W Lecture 17
Jump to navigation
Jump to search
Lecture 17 ---------- ccr - https://www.cs.unm.edu/~ackley/#rh-ccr Big idea - can we make a virtual world truly peer-to-peer? What does this mean? basically all virtual worlds are client server - server may be distributed, but all are controlled by the same entity - so, who has the power? the server. All of it So, peer-to-peer virtual worlds have to share power, somehow - my stuff is my stuff? - my power is "equal" to that of others? Closest to this is custom servers - i.e., run your own minecraft server - person running the server has absolute power but can grant powers to arbitrary players A truly peer-to-peer world means that everyone is running their own custom servers - peer to peer! - client is the server - connect worlds to worlds - we can walk from one world to another - but it depends on the peer-to-peer relationships - social graph is reflected in the physical graph The most interesting part of ccr was its approach to code - normally, the developer of the client & server determine everything - but with ccr, "players" should control how their worlds work - code was mobile, to a degree - to make anything work, you need code - code is also fundamentally dangerous - you would limit the "physics" of the world to limit the abilities of code - more than sandboxing - recognition that communication is fundamentally dangerous - so you better limit it at the lowest level one problem of ccr was it was really slow - shouldn't be so much of an issue now - but maybe it would be because ccr was designed to be slow (simulating "physics"