A Supercomputing Cluster For FPS Gaming
Paul E writes: " An atlanta company seems to have developed (modified?) a linux clustering platform that is very conducive to FPS games. These guys apparently have built a cluster that will be pushing 2 TerraFlops, which would easily put it between Blue Pacific and Blue Mountain . Interesting that the same time the .mil starts making FPS's, FPS platforms are outperforming some of the top defense labs."
They haven't built a gaming supercomputer...they have only created a linux server farm for hosting gaming servers. Just like Verio hosting web sites, but for game servers instead.
Whoopdeedoo.....
I'm out of my mind right now, but feel free to leave a message.....
Go to their site and "order" a server. Most games are limited to only 32 players - not exactly a "supercomputing" breakthrough...
Just to put things in perspective. Pacific Blue
is an antique and dog slow and is now two generations/iterations behind the current facilities at the national labs.
Is this the promised end? Or image of that horror? KING LEAR
When I was a grad student, I spent some time working on a force feedback system for one of the Army's distributed VR combat systems.
.. they would just be properties of the object .. I proposed that they use VRML or something like that to allow the objects to describe themselves..
The system itself was sort of cool -- all sorts of different vehicles / soldiers could interact within the world. I remember that there was a serious lack of standards due to all of the proprietary BS -- so if you didn't have the various servers synched up with each other's databases, your A-10 might look like a flying tank!
I also remember that the "clients" were Indigo Impacts (the purple ones) -- at the time, these boxes provided the most bang for the buck in terms of high end 3D processing -- the next best thing were the Onyx (sp?) which were $500K - $1M. I remember being really disappointed with the quality / FPS of the simulations compared to what quake would do on my Riva 128 card (if my memory serves)..
I know that the Quake engine had its share of cheats that allowed it to gain the performance advantages it did, but I thought it was funny that a $2K PC was seriously outperforming a $40K workstation.
I remember writing a proposal for a better version of the system that would be java based where each of the vehicles would be an object/thread running in the environment (i.e. like those old programming contests where everyone would write C code that would fight each other). That way you could program intelligence into the vehicles and just pass the object around -- no need to have huge synchronized databases describing the vehicles properties
Evolution: love it or leave it