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6 moments across 6 videos

  1. space station persistence Planet persistence Universe persistence ideally we want to move to something that we call the server mesh which has either a larger or a single uh mesh of servers that govern the entire…universe and all the players are interacting with each other across this large server mesh that will allow some um truly persistent behavior in the world so that any one change that you make on a planet any planet

    Watch at 00:36:43
  2. this is a requirement as we look towards a feature where the game is actually running in a server mesh so not the entire universe or solar system even is running on one server and said…have a mesh of servers that are kind of running the logic and simulation for regions of this space so because of that we need to write some kind of infrastructure that allows game play game flow to occur

    Watch at 00:14:58
  3. getting closer to the point to where we're gonna try to get this whole you know server mesh functionality going to where the game is not exclusively run on one individual server that knows everything about

    Watch at 00:17:21
  4. priorities you'll sort of start to see you know outside of the technical stuff we talked about server meshing and assistance right yeah yeah the AI is our real big thing we need to get it dialed

    Watch at 00:08:13
  5. material IDs as he goes down the log chain. This way, the mesh will have less draw calls from a distance and be more efficient. Our server engineers have been working very hard since our last update

    Watch at 00:03:26
  6. need to do a bunch of operations on CPU side to make sure it all works on the dedicated server as well usually dedicated service don't have a graphics card so currently all terrain generation is done…distributed over all available meshing course so the generation is very efficient in this can with the number of available calls the generational results are exactly the same on client and server so there is no need to transmit

    Watch at 00:23:18

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