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Hey, it’s Gabriel from Improbable! Many of you were asking for more technical details about how our tech works. There’s this high level overview,...
@angrypenguin Unity is well supported. We provide a "standard library" that makes it very easy to do things with Unity and SpatialOS, but we have...
@snacktime Oh, I think I see what you mean. We provide our own version of spatial queries, these happen in the cloud and are based on the...
@tatoforever The amount of physical things you can have in your game world is not bound by client hardware. The Unity engines used to simulate...
@snacktime We don't use Unity as the server running the simulation; that's what SpatialOS does. In this context, Unity engines are workers that...
@tatoforever @Teila Right here: http://improbable.io/get-spatialos We'll be publishing much more in-depth technical content very soon.
@angrypenguin We're talking traditional, sensible-to-latency FPS gameplay. Work is spread between multiple servers within the same datacenter, so...
@Carve_Online You're the Unity experts :) We provide massive world simulation technology with tight Unity integration, then you can figure out the...
@JohnnyA We got $20M from none other than Andreessen-Horowitz. SpatialOS itself has been in development for three years. Most engineers come from...
@angrypenguin As you correctly point out, density is an interesting issue. That being said, we do support much higher density than 10k players in...
@GoGoGadget My offer to have a technical chat still stands :)
@zombiegorilla Geographically? Zürich. Teams? Two years as an SRE for Dremel (the BigQuery backend -- see paper), two years as a SWE in the...
@zombiegorilla Thanks for giving us the benefit of the doubt :D Yes, sync happens within nodes in the cloud deployment, and between workers, both...
@zoran404 "I'm pretty sure the way they set it up is each of their islands is running on a different server and empty space might also be a...
@sowatnow That's a very insightful observation. Different groups are using SpatialOS for that kind of application, see this and this for example.
@ironbellystudios Hahaha, I'm alive! I spent four years hiding at Google, but now I'm back with exciting game related stuff :D Thank you so much...
@zombiegorilla Worlds Adrift will be open source at launch, not SpatialOS itself. But yes, we're just coming out of stealth, this blog post is the...
@Metron @Socrates We'll be publishing something about the pricing model soon.
@00christian00 Yes, it was an internal test, and the goal was to push the limits of the scale the tech could reach, not necessarily optimise for...
@Martin_H Making an MMO of this scale is anything but trivial! The fact that 5 developers pulled it off is impressive, even if they weren't...