We’ve been evaluating UnrealxSpatialOS for the solution to our networking problem in building a semi open world space simulator.
Our initial prototype is focused around group PVP encounters, and we have the mechanics pretty well worked out. SpatialOS to a degree seems to provide exactly what we need for the fights, but we’re struggling to imagine the architecture for the surrounding space.
Take for example - a solar system. There is a space station that many players visit. Elsewhere in the system there is a ship wreck that players may fight over. Somewhere in between is a wormhole that can be visited. These are all obvious instances.
In an open world scenario, the distances between them are small on the ground, but gigantic in space. These can obviously be scaled down and use some trickery to give the illusion of scale while travelling between, but for an open, persistent universe in-between the points of interest, I’m struggling to work out how to create that architecture using SpatialOS. We want players to be able to move in and out of these areas without obvious loading, and if the architecture permits, to be able to have encounters of their own by intercepting each other at random points in the surrounding space. The solar system itself will exist as a horizontal plane, with z-axis available to a limit, so this is just skyrim with much much larger areas of void between points of interest.
So aside from employing 1000 instances zoned up against each other which would obviously not be economically viable if some only have a player move through them once an hour, what other options to we have for creating such a network on SpatialOS?