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	<id>https://homeostasis.scs.carleton.ca/wiki/index.php?action=history&amp;feed=atom&amp;title=Game_Engines_2021W_Lecture_17</id>
	<title>Game Engines 2021W Lecture 17 - Revision history</title>
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	<updated>2026-04-08T03:33:35Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://homeostasis.scs.carleton.ca/wiki/index.php?title=Game_Engines_2021W_Lecture_17&amp;diff=23048&amp;oldid=prev</id>
		<title>Soma: Created page with &quot;&lt;pre&gt; 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 vir...&quot;</title>
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		<updated>2021-03-16T15:33:11Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;&amp;lt;pre&amp;gt; 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 vir...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&amp;lt;pre&amp;gt;&lt;br /&gt;
Lecture 17&lt;br /&gt;
----------&lt;br /&gt;
&lt;br /&gt;
ccr&lt;br /&gt;
 - https://www.cs.unm.edu/~ackley/#rh-ccr&lt;br /&gt;
&lt;br /&gt;
Big idea - can we make a virtual world truly peer-to-peer?  What does this mean?&lt;br /&gt;
&lt;br /&gt;
basically all virtual worlds are client server&lt;br /&gt;
 - server may be distributed, but all are controlled by the same entity&lt;br /&gt;
 - so, who has the power? the server.  All of it&lt;br /&gt;
&lt;br /&gt;
So, peer-to-peer virtual worlds have to share power, somehow&lt;br /&gt;
 - my stuff is my stuff?&lt;br /&gt;
 - my power is &amp;quot;equal&amp;quot; to that of others?&lt;br /&gt;
&lt;br /&gt;
Closest to this is custom servers&lt;br /&gt;
 - i.e., run your own minecraft server&lt;br /&gt;
 - person running the server has absolute power but can&lt;br /&gt;
   grant powers to arbitrary players&lt;br /&gt;
&lt;br /&gt;
A truly peer-to-peer world means that everyone is running their own&lt;br /&gt;
custom servers&lt;br /&gt;
 - peer to peer!&lt;br /&gt;
 - client is the server&lt;br /&gt;
 - connect worlds to worlds&lt;br /&gt;
   - we can walk from one world to another&lt;br /&gt;
   - but it depends on the peer-to-peer relationships&lt;br /&gt;
   - social graph is reflected in the physical graph&lt;br /&gt;
&lt;br /&gt;
The most interesting part of ccr was its approach to code&lt;br /&gt;
 - normally, the developer of the client &amp;amp; server determine everything&lt;br /&gt;
 - but with ccr, &amp;quot;players&amp;quot; should control how their worlds work&lt;br /&gt;
   - code was mobile, to a degree&lt;br /&gt;
 - to make anything work, you need code&lt;br /&gt;
   - code is also fundamentally dangerous&lt;br /&gt;
 - you would limit the &amp;quot;physics&amp;quot; of the world to limit the abilities of code&lt;br /&gt;
   - more than sandboxing&lt;br /&gt;
 - recognition that communication is fundamentally dangerous&lt;br /&gt;
   - so you better limit it at the lowest level&lt;br /&gt;
&lt;br /&gt;
one problem of ccr was it was really slow&lt;br /&gt;
 - shouldn&amp;#039;t be so much of an issue now&lt;br /&gt;
 - but maybe it would be because ccr was designed to be slow (simulating&lt;br /&gt;
   &amp;quot;physics&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Soma</name></author>
	</entry>
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