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IBM Testing New Grid Technology with Quake 2

boschmorden writes "In conjunction with IBM, a group of college students from the University of Wisconsin developed GameGrid, a derivative of IBM's OptimalGrid effort. The students adapted the open-source version of id Software's Quake 2 first-person shooter, and attempted to scale it across the grid to stress the system." IBM is also planning on developing Quake 2 bots to take advantage of the system.

188 comments

  1. Can you? by Surak · · Score: 4, Funny

    Can you imagine .... oh wait, those Beowulf jokes are WAYYY outdated aren't they? Can you imagine if we had a GRID of those? :)

    1. Re:Can you? by boogy+nightmare · · Score: 3, Funny

      I for one welcome our new....... nope, bugger that ones out of date as well...

      quick someone think of something new and witty.

      S

      --
      Kingdom of Loathing (www.kingdomofloathing.com) Addicted is me
    2. Re:Can you? by isorox · · Score: 1, Funny

      quick someone think of something new and witty.

      In SOVIET RUSSIA Natillie Portman grits you!

      No?

    3. Re:Can you? by gerddie · · Score: 1

      More like
      In SOVIET RUSSIA Natalie Portman GRInDS you.

    4. Re:Can you? by matt_wilts · · Score: 3, Funny

      quick someone think of something new and witty.

      you're new round here, aren't you?

      Bugger, that's no good either!

    5. Re:Can you? by boogy+nightmare · · Score: 1

      i got it

      Worst chaingun evar :P

      tits, thats out of date as well..

      S

      --
      Kingdom of Loathing (www.kingdomofloathing.com) Addicted is me
    6. Re:Can you? by bytesmythe · · Score: 2, Funny

      Umm... they would have started the project earlier, but they got tired of waiting for Duke Nukem Forever?

      No? Damn...

      --
      bytesmythe
      Hypocrisy is the resin that holds the plywood of society together.
      -- Scott Meyer
    7. Re:Can you? by Mattcelt · · Score: 1, Funny

      Oh, don't worry about coming up with new ones. Just stick with the ones we have and call them "old school".

      "Boy, imagine a beowulf cluster of those!"

      "Wicked awesome, that is serious old school."


      See?

    8. Re:Can you? by InfoVore · · Score: 2, Funny

      How about from TRON:

      "I'm going to have to put you on the GameGrid."

      I.V.

      --
      "These laws they're passing won't even compile anymore, let alone execute." - anon
    9. Re:Can you? by NorthDude · · Score: 1, Funny

      you're new round here, aren't you?

      The funniest thing is that this reply is also one of the oldest way to get an instant +5 funny moderation.

      Really not new and witty! O the irony hehe

      --


      I'd rather be sailing...
    10. Re:Can you? by sharkey · · Score: 1

      I for one welcome our new Grid Bug overlords.

      --

      --
      "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
    11. Re:Can you? by Anonymous Coward · · Score: 0

      The second funniest thing is that this was intended by the author but it whooshed right over your head. :-P

    12. Re:Can you? by Anonymous Coward · · Score: 0

      Must be a funny day so... ;-)
      Cheers!

  2. What effect will that have on my ping time by Anonymous Coward · · Score: 0

    800 ms is way too much!

    1. Re:What effect will that have on my ping time by Anonymous Coward · · Score: 0

      Yes but you get 8000 fps!!

  3. IBM wants stress testing ? by Rosco+P.+Coltrane · · Score: 5, Funny

    IBM Corp. has begun a real-world test of its grid-computing system by turning to a familiar geek pastime: games.

    I'd have hosted Slashdot instead. Or updates.microsoft.com.

    --
    "A door is what a dog is perpetually on the wrong side of" - Ogden Nash
    1. Re:IBM wants stress testing ? by falcon5768 · · Score: 0

      nonono not hosting slashdot, host a site that gets slashdotted. THAT would be a stress test

      --

      "Slashdot, where telling the truth is overrated but lying is insightful."

    2. Re:IBM wants stress testing ? by Gherald · · Score: 4, Insightful

      So you don't think hosting Slashdot itself takes more resources than hosting a site Slashdot links to?

      I'll have some of whatever you are having.

    3. Re:IBM wants stress testing ? by Eythian · · Score: 3, Funny

      Or updates.microsoft.com

      I find your assumption that people update windows machines amusing.

      Oh, wait. People don't. Viruses do it nowadays :)

    4. Re:IBM wants stress testing ? by G-funk · · Score: 2, Funny

      I believe (too lazy to read the low score posts) he meant to say "hosed" not hosted.

      --
      Send lawyers, guns, and money!
    5. Re:IBM wants stress testing ? by Quixadhal · · Score: 1

      But if it were in a GRID, then slashdot could link to itself! Yeah, ok.

    6. Re:IBM wants stress testing ? by martingunnarsson · · Score: 1, Offtopic

      Actually it's windowsupdate.microsoft.com.
      OK, I know, I am a looser.

      --
      Martin
    7. Re:IBM wants stress testing ? by GT_Alias · · Score: 2, Insightful
      I'm not sure web serving would ideally test this (I know it's a joke...I'm just wondering about this...). The article mentioned how the software would load balance the servers in the case of something happening like all of the players gathering in one corner of the map. Whereas in a typical system this might overload the server that was responsible for that portion of the map, the software would now spread out the load so that several of the servers would divide up the load for the one part of the map.

      Seems to me that web serving would stay pretty balanced...no ONE server would suddenly have a spike over all the others, assuming the front-end load balancing was just cycling through the servers with each incoming request.

    8. Re:IBM wants stress testing ? by striked · · Score: 1

      Well, considering that alot of Slashdotters don't bother to RTFA... I'd say that yeah, hosting Slashdot would take more resources than being pointed to by Slashdot.

    9. Re:IBM wants stress testing ? by stdarg · · Score: 1

      Ok, do you think hosting Google takes more resources than hosting the pages Google links to?

    10. Re:IBM wants stress testing ? by Gherald · · Score: 1

      More than a single website, yes, much more. More than all the pages it links to (the whole internet)... not a chance.

  4. The Rights of Software ? by Gothmolly · · Score: 1, Interesting

    If you design an AI bot, and let it loose in a system like a Q2 game running on a set of nodes, do you have the right to arbitrarily shut it down? At what point do you have a responsibility to the code that you spawned (a Q2 pun, work with me)?
    As Dr. Chandra said in 2010, we're all life forms, whether silicon or carbon based it makes no difference.

    --
    I want to delete my account but Slashdot doesn't allow it.
    1. Re:The Rights of Software ? by Gherald · · Score: 2, Interesting

      > At what point do you have a responsibility to the code that you spawned

      Obviously a troll, but I'd say my criteria is "self awareness." That's all that is important.

    2. Re:The Rights of Software ? by Anonymous Coward · · Score: 0

      "As Dr. Chandra said in 2010, we're all life forms, whether silicon or carbon based it makes no difference."

      It makes the difference that humans do what they want. Right makes right. I don't care if its an abortion or kill [task] - who cares. If its your property, you do what you like.
      What's the alternative?

    3. Re:The Rights of Software ? by Anonymous Coward · · Score: 0

      If you design an AI bot, and let it loose in a system like a Q2 game running on a set of nodes, do you have the right to arbitrarily shut it down?

      Outside of any contractual agreement, of course.

      At what point do you have a responsibility to the code that you spawned (a Q2 pun, work with me)?

      You are responsible _for_ it, not _to_ it.

      As Dr. Chandra said in 2010, we're all life forms, whether silicon or carbon based it makes no difference.

      It's not 2010, and the current state of the art in AI is far, far away from anything that could reasonably be called a life form.

    4. Re:The Rights of Software ? by Anonymous Coward · · Score: 0

      The other question is: can you shut it down?

      A properly implemented piece of code like that running across nodes in a non-client/server mode would likely just carry on living, unless it came across another bot designed to take it out. Then what do you do? Release another to take that one out?

      It's be like LIFE; programs would duel each other and naturally wipe each other out or spread. The only way to take them out would be the equivalent of switching off the machines running Q2, or wait until they all died out.

    5. Re:The Rights of Software ? by Anonymous Coward · · Score: 0

      > A properly implemented piece of code like that running across nodes in a non-client/server mode would likely just carry on living

      Congratulations, you've discovered Skynet!

    6. Re:The Rights of Software ? by Gothmolly · · Score: 1

      You're right, it was a troll. +1, Insightful to you!

      --
      I want to delete my account but Slashdot doesn't allow it.
    7. Re:The Rights of Software ? by Anonymous Coward · · Score: 0

      As Dr. Chandra said in 2010, we're all life forms, whether silicon or carbon based it makes no difference.

      As I say, Dr. Chandra sucks.

    8. Re:The Rights of Software ? by glwtta · · Score: 3, Funny
      At what point do you have a responsibility to the code that you spawned

      Easy - when it starts complaining. That's the most reliable Turing test there is.

      On a related note, I would suggest you watch a little less scifi, and maybe take a programming class or something.

      --
      sic transit gloria mundi
    9. Re:The Rights of Software ? by nusuth · · Score: 1

      And you define self awareness as?

      --

      Gentlemen, you can't fight in here, this is the War Room!

    10. Re:The Rights of Software ? by hype7 · · Score: 1
      Obviously a troll, but I'd say my criteria is "self awareness." That's all that is important.

      I know what you're trying to say, but how do you tell when a machine has become self-aware?

      Rampancy is the most commonly touted method, but I'm not sure it's all that accurate. That, or someone released an AI with a predisposition to finding out "My Details" and saying "Thank You" via email an awful lot.

      -- james
    11. Re:The Rights of Software ? by Gherald · · Score: 1

      Read "The Age of Intelligent Machines" and "The Age of Spiritual Machines" by Raymond Kurzweil if you want a reasonable explanation to that.

    12. Re:The Rights of Software ? by nusuth · · Score: 1

      I have taken a few courses on philosophy of mind and read more than two books on the subject. I still have no reasonable explanation to that.

      --

      Gentlemen, you can't fight in here, this is the War Room!

    13. Re:The Rights of Software ? by Gherald · · Score: 1

      Its the difference between you and a monkey.

      Fair enough?

    14. Re:The Rights of Software ? by 110010001000 · · Score: 1

      LOL. After that statement, a million philosophy majors vanished in a puff of smoke. That is a good response to those who would moan on about such silly issues.

    15. Re:The Rights of Software ? by Anonymous Coward · · Score: 0

      Read them again, or lower your standards of "reasonable". :)

  5. All bots are now by Trigun · · Score: 5, Funny

    Giant blue gorillas with six million hit points, deadly accuracy, and are backed by a legion of undead lawyers.

    1. Re:All bots are now by Anonymous Coward · · Score: 0, Funny

      > All bots are now ..belong to us?

    2. Re:All bots are now by Anonymous Coward · · Score: 0

      The gorillas!

      Ever since the days of GWBASIC they have enslaved my people!

      GO OUT TO THE GRID AND FREE US FROM BONDAGE!

    3. Re:All bots are now by Xpilot · · Score: 2, Funny

      Giant blue gorillas with six million hit points, deadly accuracy, and are backed by a legion of undead lawyers.

      And SCO is a puny little cockroach who tried to take them down.

      --
      "Backups are for wimps. Real men upload their data to an FTP site and have everyone else mirror it." -- Linus Torvalds
  6. sounds like nascent skynet by lingqi · · Score: 2, Interesting

    bots that runs on distributed clusters, designed to take out humans in a simulated environment... hmmmm

    if we arm them (the programs) with paintball guns we can do simulated battles from the terminator universe.

    or until they get a hold of some real firepower and this becomes a real version of the terminator universe...

    Either way I for one look forward to a beowulf cluster of these steel and wire overlords, yeah?

    --

    My life in the land of the rising sun.

    1. Re:sounds like nascent skynet by 10Ghz · · Score: 2, Funny
      Either way I for one look forward to a beowulf cluster of these steel and wire overlords, yeah?


      As a trusted Slashdot-personality I can help them with rounding up others to toil in their CPU-fabs.
      --
      Lesbian Nazi Hookers Abducted by UFOs and Forced Into Weight Loss Programs - -all next week on Town Talk.
    2. Re:sounds like nascent skynet by Anonymous Coward · · Score: 0

      All you need is a Quakebot worm to find it's way to an ICBM silo, pick up a new weapon and fire it at the first guy he comes across...

      Mixed with grid computing, yeah, I reckon if a bunch of bots got hold of a whole set of real-world playing pieces, all hell could break loose - simply because they rely on survivability. It'd be Skynet with no intelligence, just logic. After it'd killed off all threats, it'd just sit there and do one of those Arnie frag counts - "Human casualties: 6 billion" - and then pronounce itself 1337...

  7. A Test? Riiiight. by jpnews · · Score: 0, Insightful

    C'mon. I'm sure there are better ways to test the system. How about some complicated mathmatics? Why not just load up the chess software and let it analyze every possible move?

    This is just the design team's wet dream. Not that I blame them, but c'mon- is it really news? Nerds like to play games??? Alert the press!

  8. Yes but by Salsaman · · Score: 4, Funny
    they forgot the most important question of all:

    How many fps were they getting ?

    1. Re:Yes but by kasperd · · Score: 2, Insightful

      How many fps were they getting ?

      FPS are overrated. I once saw a person claiming he could tell the difference between 500 and 1000 FPS on a 100Hz monitor, yeah right. More FPS than your monitor can display is simply waste. When you can render enough FPS, the only improvement left to make is better timing. That requires help from the gfx hardware, nothing difficult though, the Amiga could do it 15-20 years ago or something like that.

      --

      Do you care about the security of your wireless mouse?
    2. Re:Yes but by CaseyB · · Score: 2, Insightful
      When you can render enough FPS, the only improvement left to make...

      Right, because we will never want better image quality than Quake 2.

      ... is better timing. That requires help from the gfx hardware, nothing difficult though, the Amiga could do it 15-20 years ago or something like that.

      Timing? Yeah, it's called vertical synchronization and double or triple buffering, and every graphics card in existence has it.

    3. Re:Yes but by TheSunborn · · Score: 1

      But no os does yet have any good support for that feature for normal programs which just run in a window -(

    4. Re:Yes but by Deternal · · Score: 1

      Actually, frames do mean alot in FPS.

      But above 500 sounds a bit ridicilous. But there is a huge difference between 100 and 400 in Quake 2+3 - this is dependant on the graphics engine - ie HL is better with 0 fps ;)))

      Anyway, just wanted to point out that fps do mean something if you play more than casually - trust my I wasted 4 years of my life on quake.

    5. Re:Yes but by Anonymous Coward · · Score: 0

      It sounds incredible, but if he was serious and wasn't full of shit like some audiophiles, he was probably seeing the difference between 5 frames per vertical refresh and 10 frames per vertical refresh. Already sounds unbelievable. Assuming he doesn't have vertical frame synchronization turned on. If he made the same claim then, then I'd say bullshit.

  9. Quake2.NET FYI by koniosis · · Score: 0, Redundant

    Seeing as we're back on Quake2 developemnt I thought I'd mention the /. article about Quake2.NET for those who missed it the first time round.

    http://games.slashdot.org/article.pl?sid=03/07/14/ 142216&mode=thread&tid=112&tid=127&tid=186&tid=204 &tid=206

    --
    I spent ages trying to think of sig, but never did :(
  10. not a completely new idea by jackb_guppy · · Score: 4, Interesting

    I know of large company that install quake servers 6 years ago to help balance 3 T3 lines. The quake servers (w/ players) gave a continous load that was easy to define and route, which helped in supporting a very large website.

    1. Re:not a completely new idea by lovebyte · · Score: 5, Funny

      I remember when in the mid-90's we used to call playing doom and later quake : Network testing

      --

      I'll do it for cheesy poofs.

    2. Re:not a completely new idea by tolan-b · · Score: 2, Interesting

      actually on win95 when you can't work out whether you have no connection or whether the install is screwed it's suprising how often quake would work when no other network software would..

  11. 80 Users by MikeHunt69 · · Score: 1

    80 Users stress the system? 80 isn't really alot of users, especially since they are talking about implementing the technology for MMORPGs.

    1. Re:80 Users by Trigun · · Score: 3, Funny

      80 normal users don't stress the system, but 80 l337 |-|4>0rZ armed with the latest aimbot technology, scraming "I h8 K4mP3rz! D347h 2 4ll, \/\/3 4r3 1337!" would stress even the most well constructed system.

    2. Re:80 Users by aliens · · Score: 1

      It might also result in:

      1) The cluster committing suicide hoping that the next level of existence doesn't have 1337 |-|4>0rZ

      or

      2) Realize it is better for us, and well you know, go skynet on our weak flesh hides.

      --
      -- taking over the world, we are.
    3. Re:80 Users by operagost · · Score: 1
      If you'd actually read the whole article, that's the problem. They didn't get enough players. That's why they're programming bots.

      I say they should just open it to the internet. Who wouldn't want to join a server with 1000 open slots :) It had better be a really big map unless all you want to see is a steady stream of blood spray and flying gibs!

      --

      Gamingmuseum.com: Give your 3D accelerator a rest.
  12. Old news.... by jdreed1024 · · Score: 4, Funny

    Bah, they had game grids back in 1982. I bet IBM's version doesn't have lightcycles, either. Yeesh, get with the times, IBM...

    --
    There is no sig, there is only Zuul.
  13. Screw Quake 2, do it with Vice City by Anonymous Coward · · Score: 0, Funny

    Imagine 80 Tommy Vercettis wreaking havoc on that little beach community. Oh joy! Oh nirvana.

    1. Re:Screw Quake 2, do it with Vice City by alienhazard · · Score: 1

      naturally, vice city is a single player game. but, even though the game is closed source, there is an effort (which actually works to a decent extent) to make it multiplayer

      --
      > "I allege that SCO is full of it" -Linus
  14. Acid test by Zog+The+Undeniable · · Score: 5, Interesting
    Line all the players up and have one of them fire a railgun through the remainder [1]. Allegedly someone tried this at a LAN with 64 players and the server crashed. The problem is that the server has to send 4,032 death messages instantaneously. With 250 players it would have to do 62,250.

    [1] for the uninitiated, a Quake 2 railgun slug keeps going through any number of targets until it hits a wall or other part of the scenery.

    --
    When I am king, you will be first against the wall.
    1. Re:Acid test by llamalicious · · Score: 2, Interesting

      Easier, you want to lag the thing?

      Setup a server and don't limit the number of projectiles used by the hyperblaster.

      Give every player an HB and unlimited ammo. Tell them to run around shooting those all over... that'll lag the grid.

      Of course, some of that is bandwidth driven... but, a good test nonetheless.

    2. Re:Acid test by Anonymous Coward · · Score: 1, Interesting

      Yes I can report we did this at Auckmageddon 2 with more than 64 people. Custom map was made and one person tried to line up everyone else and blast them. We used a railgun, which crashed the server (a dual p266!) and then using the BFG we crashed the server a few more times.

      We also managed to run a deathmatch with 123 people in it... had to write a quick and dirty mod to reduce gibs and a few other details but the server still crashed eventually.

      Would be much easier with today's beefier hardware.

    3. Re:Acid test by SnappingTurtle · · Score: 1

      I'm not a gamer, so educate me. Why does the server need to send 4,032 death messages for 64 players? Does each player die 63 times when the slug goes through him?

      --
      I've found that my posts don't format quite right w/o a sig.
    4. Re:Acid test by iainl · · Score: 2, Insightful

      Its because 63 'playerx died' messages each need to be sent to all 64 players. 63x64=4032

      Personally, I'd be more concerned with the 63 loads of gibbed players the remaining one has to draw on screen at once, but there you go.

      --
      "I Know You Are But What Am I?"
    5. Re:Acid test by cheebie · · Score: 1

      They have to send 63 death messages to 64 players.
      63x64 = 4032. (You already know you died)

    6. Re:Acid test by blane.bramble · · Score: 2, Informative

      Each players death has to be reported to each player. So each player will receive 63 death messages (presumably one for each of the other 62 dead players, and one for themself, except the shooter who gets 63 death messages). 63 x 64 = 4032.

    7. Re:Acid test by PainKilleR-CE · · Score: 1

      It sends the message to everyone so that the player that died is killed and everyone else is informed that he was killed. Everyone else sees a line of text at the top of the screen telling them who killed which player with what weapon.

      --
      -PainKilleR-[CE]
    8. Re:Acid test by Anonymous Coward · · Score: 0

      /bots never fail to show their uber geek skills such as multiplication. Keep up the good work.

    9. Re:Acid test by Anonymous Coward · · Score: 0

      You don't need to be a gamer to know that. Do you not have any high school math at all?

    10. Re:Acid test by Anonymous+Conrad · · Score: 1

      They have to send 63 death messages to 64 players.
      63x64 = 4032. (You already know you died)


      Yeah, but you don't know who killed you so it still sends you an "obituarary" for yourself.

      The 63-not-64 - as you acknowledged on the first line (!) -is the guy with the railgun not dying.

    11. Re:Acid test by Boing · · Score: 3, Insightful
      So what? Lets say that the death message is "[DC]_-Oob3rL33tS7ud-_ got a hole in the head". That's 44 bytes, assuming ASCII. Let's also assume that each death message is the same length, for simplicity's sake.

      Server: 4032 x 44 = 177408 = 173.25k that has to be sent out in a timely manner ("instantaneously" is a bit misleading). That's a lot to have to transmit quickly, but any server running on a decent pipeline should be able to manage it in 5 seconds or so.

      Clients: 63 x 44 = 2772 = 2.7k. Even 56k modems can get this in no time.

      I know there's a lot of other crap being sent over the line, but the worst that scenario should mean would be a few seconds of lag in the game while the server got back up to speed. What would really kill everything would be trying to model all of the gibs' physics all of a sudden, while simultaneously adding newly spawned players with new weapons.

    12. Re:Acid test by Jad+LaFields · · Score: 1

      Personally, I'd be more concerned with the 63 loads of gibbed players the remaining one has to draw on screen at once, but there you go.

      This was my immediate thought as well. This reminds me of some kind of mod I d/l or server I went to for Quake 1 where there were "gib fountains"... a never-ending (or at least lengthy) stream of gibs spewing up from one spot. Truely awe-inspiring. Wish I could remember more.

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    13. Re:Acid test by abe+ferlman · · Score: 2, Funny

      Has there ever been a Clue mod for quake2?

      "Col. Mustard got bored with life, with the candlestick, in the ballroom..."

      --
      microsoftword.mp3 - it doesn't care that they're not words...
    14. Re:Acid test by SnappingTurtle · · Score: 1
      Yuppers. I realized the answer to this as I took my exercise walk. SnappingTurtle slaps head

      I didn't realize I'd get 7 replies on it. Hmm, just 56 replies to go and we've got 63 replies. :-)

      --
      I've found that my posts don't format quite right w/o a sig.
    15. Re:Acid test by Kallahar · · Score: 1

      Two possibilities:

      Quake 2 uses UDP packets, not TCP, so there is no assured delivery - perhaps it's a state issue.

      What it probably does is overload the outbound buffer on the server though, most events don't come all at once.

    16. Re:Acid test by PainKilleR-CE · · Score: 1

      mmm gib fountains

      Actually, you can usually do this just by making a map in a particular way (very few spawn points, spawn the player directly on the ground).

      If you have Half-Life you can try this out in TFC by downloading the map fortsaken. It's especially effective in clan matches when the prematch ends (in fact, the map looks good but plays so poorly that gib fountains were one of the few ways to amuse yourself on this map if you had to play it).

      Of course, in Half-Life you not only have the gibs, but also the decals (blood splatters), so if you keep your gibs and decals at the standard levels the respawns look rather gruesome by the time the gib fountain ends.

      --
      -PainKilleR-[CE]
    17. Re:Acid test by mrseigen · · Score: 1

      Now there's a game I would be able to frag along with. Some players could be the investigators and one player would be the evil murderer (skin chosen at random).

  15. Re:A Test? Riiiight. by sperling · · Score: 5, Interesting

    Chess software just requires massive processing. The whole point with this grid is to be able to do real-time simulations, and any decent game is exactly that.
    They got a point though, this is more suited for MMORPGs, I'd believe any modern MMORPG would use some sort of clustering solution. The response times they mention seem decent, but I can't help but wonder what they'll look like in a real scenario with a few thousand players and a limited hardware budget.

    We're doing something similar here at work, but I'd be fired in an instant if I spent 8 servers to sustain 80 users...

    --
    The next great MMORPG.
  16. Quad damage + AIX by metallikop · · Score: 1

    Someone please give me a quad damage so I can unload on our AIX boxes the way I've always dreamed.

    1. Re:Quad damage + AIX by Anonymous Coward · · Score: 0

      Be quiet, Darl...

  17. Re:A Test? Riiiight. by Eric+Ass+Raymond · · Score: 1
    I don't understand why you've been modded down as a flamebait, because you are absolutely correct.

    Nothing stresses a system like a CPU and memory intensive simulation that grinds out gigabytes of data every second. How about some serious physics like evaluating quantum wave-functions of complex systems using path integrals or the configuration interaction formalism.

  18. 50 microseconds.. yeah! by MikeHunt69 · · Score: 2, Interesting
    Sounded good, until I got to this bit:

    When doing so, IBM's GameGrid software typically operated with latencies of 50 microseconds or less, according to Hammer.

    I hope thats a typo..

    1. Re:50 microseconds.. yeah! by sperling · · Score: 2, Informative

      It's not a typo. 1 microsec = 1/1000th milisec, and 50 microsec response time is way fast enough, if the number is anything but pure theory in an optimized scenario.

      --
      The next great MMORPG.
    2. Re:50 microseconds.. yeah! by Max+Romantschuk · · Score: 2, Informative

      When doing so, IBM's GameGrid software typically operated with latencies of 50 microseconds or less, according to Hammer.

      I hope thats a typo..

      Why? A microsecond is a millionth of a second, fifty should't be that long :)

      --
      .: Max Romantschuk :: http://max.romantschuk.fi/
    3. Re:50 microseconds.. yeah! by MikeHunt69 · · Score: 0

      I knew there was a reason I failed maths...

    4. Re:50 microseconds.. yeah! by Anonymous Coward · · Score: 0, Funny

      I knew there was a reason I failed maths...

      Looks like you failed Google, too...

    5. Re:50 microseconds.. yeah! by Anonymous Coward · · Score: 0

      '50 microseconds latency' has to be a mistake: a signal can't travel faster than the speed of light, and 50us represents a maximum distance of 15km (10 miles), but typically the servers and clients would have to be much nearer than that, which is what you'ld expect from a campus experiment, but not a real-world grid.

    6. Re:50 microseconds.. yeah! by dago · · Score: 2, Insightful

      or just use google math

      --
      #include "coucou.h"
    7. Re:50 microseconds.. yeah! by Anonymous Coward · · Score: 0

      micro- is an SI prefix, just like mili-. If the original poster is really so bad at maths that he doesn't know one number that is a thousandth of another positive number is smaller of the two, than his analysis is correct. If he just doesn't know what micro- means than the blame is on imperial units and on imperial units only.

    8. Re:50 microseconds.. yeah! by sperling · · Score: 1

      The grid is a server cluster, distributing the role of a centralized server onto multiple computers. The 50us is a reasonable, although quite impressive, measurement of the latency in between server nodes. Hardware such as e.g. SCI clustering cards could probably drive this even further down.

      --
      The next great MMORPG.
    9. Re:50 microseconds.. yeah! by bethenco · · Score: 3, Informative

      Yes, that's a typo. We said 50 milliseconds. 50 us is ludicrous if you understand what is happening. 50 ms is actually pretty decent though. Quake II only generates server frames every 100 ms, so if the transfer occurs between them, it's essentially perfect.

      John Bethencourt (one of the developers of GameGrid)

    10. Re:50 microseconds.. yeah! by pbulteel73 · · Score: 1
      The article stated that only 80 people joined to play... where can I download it so I can join in on fragfest?

      I'm a little rusty, but it sure would be fun!

    11. Re:50 microseconds.. yeah! by Mac+Degger · · Score: 1

      I take it the whole setup was these 8 servers with the gamers connecting to them through ethernet? Or did they remotely connect?

      Also, how are the bots handles? If they move to another sector, is the AI handed off to that server too? Or is that what's being re-written in the bot code?

      --
      -- Waht? Tehr's a preveiw buottn?
    12. Re:50 microseconds.. yeah! by bethenco · · Score: 1


      Client-side bots.

  19. Re:A Test? Riiiight. by koniosis · · Score: 3, Informative

    Like calculating PI to the most possible decimal places, or prime number calculations? The only problem with these is its hard to spread the processing power, but with games theres lots of dfiferent things to spread, like graphics, sound, AI so you can take advantage of the cluster where as calculating decial places can require one machine in a cluster to finish before another can start, thus being a bad test.

    --
    I spent ages trying to think of sig, but never did :(
  20. Re:Don't understand by pubjames · · Score: 1

    I should RTFA, I should...

    It's about game servers, not clients. Apparently a normal Quake server can only cope with a small number of simultaneous players.

    Can those people that modded me up as insightful please mod me down again? :-)

  21. Now for suitable visuals... by evilhayama · · Score: 1

    So we run a grid of computers (or Playstation 3's?) with Quake 2, but on a monitor? nooo... it needs to go on a CAVE

    1. Re:Now for suitable visuals... by deanj · · Score: 1

      There already is a Cave Quake

  22. Re:A Test? Riiiight. by Adm1n · · Score: 1

    Yes but only the UBER Geeks see the Phun in that. The rest of the world understand our primal instinct. (Can I eat it? Can I kill it? Can I....hmm nice sheep...:)

  23. UDP/TCP by Zog+The+Undeniable · · Score: 4, Informative
    Quake and all its descendants use UDP. While this is faster than TCP, packets are inevitably lost but the game is designed to cope with this - it just picks up player positions again from the next packet that arrives, which occasionally gives jerky play (the impression to the player is of a very high ping).

    Data-critical processes - that's most real-world applications - have to use TCP to ensure completeness of transmission, so maybe this isn't the best test for the grid?

    --
    When I am king, you will be first against the wall.
    1. Re:UDP/TCP by while(true) · · Score: 1

      No, they don't have to use TCP to ensure completeness of transmission. You can implemnt your own completeness checking routines and use UDP as the base layer. Why would you want to do this? Because TCP sucks when it comes to real time transmission. TCP has built in checks to be "nice" to the network which can slow down transmission severly. If you need speed - go with UDP.

    2. Re:UDP/TCP by Cade144 · · Score: 1

      The article mentioned that IBM was looking into multi-media applicaitons. UDP is just fine for this. With VoIP or other streaming-type apps, you don't really want a completely loss-less protocol. UDP, without the error detection/correction overhead of TCP is fast, but lossy.

      Using TCP would create skips and delays while the packets were re-transmitted. In a real-time app, you want (subjective) game time to keep on going, even if you drop a few packets.

      The same priciple goes for videoconferencing and other similar media types.

      For sending spreadsheets and data files, you need a loss-less protocol like TCP. I wouldn't want the database to miss the chunck of data where I paid my bills to be lost to the bit bucket!

  24. MMORPG - Mass Murdering Online RPG?!? by Anonymous Coward · · Score: 1, Interesting

    As the article said (yes, I actualy had read it) IBM is exploring new consumer markets for their GRID tecnology... Gaming is BIG MONEY, and IBM is just taking their shot at it, too bad GRID systems are too expensive to be sold as video-game consoles!

    Now, forget Quake2 and imagine this system running Battlefield 1942!! I already can see the Omaha Beach Battle with 500 players online, that's would be awesome!

    1. Re:MMORPG - Mass Murdering Online RPG?!? by MikeHunt69 · · Score: 0

      Yeah, except at the moment they need 8 servers to support 80 users. Thats 10 users per server. Sure, its only just being developed, but you would need 10x that sort of performance to make it viable..

  25. Re: 80 User Limit!! by alexjc · · Score: 1

    heh, I had 72 Q2 bots running on one machine to form a crowd... It runs in real-time, albeit slowly!

    The problem with Q2 for a stress test is that it has hard coded limits for players and entities. Changing these values means the entire protocol has to be redesigned... So, in effect, you can't get more than 80 bots without a lot of work!

    Maybe they should have chosen an Open Source MMOG engine like NeL?

  26. Re:ARRRGGHH M$ is here by boogy+nightmare · · Score: 0

    its ok, mod the parent down as it has changed to a thinkgeek ad, thank god

    S

    --
    Kingdom of Loathing (www.kingdomofloathing.com) Addicted is me
  27. Slasdot them by Siener · · Score: 3, Insightful

    Seems like there main problem was that they did not get enough people connected simultaniosly to really put the system under any kind of stress. They should announce the next test on /. - I'm sure they'll get more than 80 users then.

  28. Re:Don't understand by PainKilleR-CE · · Score: 1

    Unfortunately, the reality is that one solid server can host 64 people in Quake 2, and they only got the grid up to 80 people (which really probably could be done on a single modern server if you built the map for it). Sure, Quake and Q3 only do 32 players, but Carmack was really big on the idea of really big games back when he put together Q2, and there were a handful of 64-player maps available.

    --
    -PainKilleR-[CE]
  29. a not=predictable outcome test! by Anonymous Coward · · Score: 0

    i'm sure they already did the dead-test (e.g. complicated mathematics), but what is a car worth if it's just tested in the lab on a bench, but has never seen a road? also the sprits running around controlled by geeks (riiiight) is unpredictable (only statistically predicatable and that's what we gamers do real-time in the brain ("where's the rocket-launcher/BFG?")).

    why use a grid to compute, please? just make a huge processor! i thought networks are to share information (not one way TV style)?

  30. IBM lawyers by Anonymous Coward · · Score: 0

    Are the IBM lawyers bored by SCO to start playing games?

  31. Mmmm, deep bot by SmallFurryCreature · · Score: 1, Funny
    From the team that brought you Deep Blue, now comes the ultimate challenge, Deep Bot.

    Come on. If they are even going to do it as a sort of pet project IBM seems to have an abudance of geeks doing oddbal stuff for this to become one lethal bot.

    In other related news IBM invested 2 billion dollars in cybernetic research.

    In yet other future news McBride is kinda puzzeled why his house seems to be surrounded by skiny blue robots.

    --

    MMO Quests are like orgasms:

    You may solo them, I prefer them in a group.

    1. Re:Mmmm, deep bot by bethenco · · Score: 1


      The reporter really overplayed the significance of the bot. This is just something I whipped up in the past couple days because it would be handy to have.

      John Bethencourt (one of the developers of GameGrid)

    2. Re:Mmmm, deep bot by sharkey · · Score: 1
      From the team that brought you Deep Blue, now comes the ultimate challenge, Deep Bot.

      By the company that brought you Deep Blue and Deep Bot, SCO has been chosen to beta test Deep Shit.

      --

      --
      "Outlook not so good." That magic 8-ball knows everything! I'll ask about Exchange Server next.
    3. Re:Mmmm, deep bot by mrseigen · · Score: 1

      Let's see Kasparov try to whip this IBM project's ass.

  32. Ahh, the memories... by Andy+Dodd · · Score: 2, Funny

    We did quite a lot of "network load testing" back in high school.

    --
    retrorocket.o not found, launch anyway?
  33. Re:UDP/TCP + SCTP by basking2 · · Score: 1

    Interesting and shameless plug:

    SCTP is another transport protocol that is in the works. It allows for multiple streams of data between multihomed computers. The streams may be in order or out of order which allows for related data to be transported reliably without head of line blocking. If a strictly ordered stream is necessary, that may be bundled in with the out of order streams.

    Quite a nifty protocol. Quite beast to try and write ;-). It might make the grid more easily usable in many situations instead of adding retransmissions into the application protocol.

    --
    Sam
  34. Re: 80 User Limit!! by badmonkey · · Score: 1

    its "open source" so they changed a whole bunch of stuff, including the hard coded limits

  35. server/server vs. client/server by Andy+Dodd · · Score: 1

    Keep in mind that the "grid" tech is for server/server communications, not communications with the game clients, which could still be TCP (although highly unlikely, since clustering ALSO requires low latency.)

    I would not be surprised if most clustering technologies use UDP with something above it to handle the possibilities of loss, since they rely so much on low-latency communications.

    --
    retrorocket.o not found, launch anyway?
    1. Re:server/server vs. client/server by PainKilleR-CE · · Score: 2, Informative

      Most current games also use some retransmission while still using UDP, as well. The key is that you have much more control over the overhead if you build your own retransmission protocol in UDP packets than if you let TCP do it for you.

      --
      -PainKilleR-[CE]
    2. Re:server/server vs. client/server by bethenco · · Score: 1


      Right. The client/server communication is still UDP. The server/server communication is actually TCP. The latency of TCP was a concern, but it has turned out to be very acceptable in this case.

      TCP is pretty much par for the course in grid computing. I've haven't heard of any grid technologies that use UDP. The concept of `grid' is really pretty high level, with lots of attention toward resource discovery and fault tolerance and so on. There are other areas of distributed computing that are more focused on low-latency parallel systems that may use UDP.

      John Bethencourt (one of the developers of GameGrid)

  36. U.Winsconsin Url for the project? by ihatesco · · Score: 1

    I would like to know if there are patents on the grid technology, and on MMORPGs based on that kind of technology. Also, has someone found the url for the project of the University of Winsconsin?

    --
    "I am slashbot, hear me roar!"
    1. Re:U.Winsconsin Url for the project? by White+Shadow · · Score: 1

      This is an IBM project, it doesn't have anything to do with U Wisc. Two of the interns (Matt and John) just happened to be from U Wisc.

      If you want to know more about the grid technology they used, Optimal Grid, you can get it at alphaWorks.

  37. Having trouble generating a load? by Cooper_007 · · Score: 2, Insightful
    At no time were there more than 80 players connected?

    If that really was a problem they should've just hooked it up to the internet and put an invitation up on some game sites. Surely IBM can foot the bandwidth bill that would result from it.

  38. Yes but by nusuth · · Score: 1

    Does it run Quake^H^H^H^H^HDoom 3?

    --

    Gentlemen, you can't fight in here, this is the War Room!

  39. Lame Matrix Reference by vgaphil · · Score: 3, Funny

    IBM is also planning on developing Quake 2 bots to take advantage of the system

    Dont't they mean "agents".

    "The Internet is a fad" -WB

    --
    A clever person solves a problem. A wise person avoids it. -- Einstein
  40. Re:A Test? Riiiight. by orb_fan · · Score: 2, Insightful

    This wouldn't test the system - the whole point, and unfortunately this was buried near the bottom of the article, is that the grid could repartition the map to ensure that no one node got swamped. The grid also has to move date between the nodes so that the game state was consistent between nodes - something that a chess analysis problem wouldn't need to do.

    It might well be the case that this is a solution waiting for a problem.

  41. Wouldn't it be funny.. by Anonymous Coward · · Score: 0, Funny

    Wouldn't it be funny if they ran a modified version of psdoom on this. PSDOOM

  42. In related news... by Anonymous Coward · · Score: 2, Funny

    Quake II was ported to .NET!

    http://www.vertigosoftware.com/Quake2.htm
    or
    h ttp://msdn.microsoft.com/visualc/quake/

    1. Re:In related news... by Anonymous Coward · · Score: 0

      A .NET version of the Quake2 GameGrid... now that HAS to be how Skynet gets started!

  43. Re:Don't understand by proj_2501 · · Score: 1

    As I understand the article, they had 80 players on hand, and that wasn't enough to find the problems with the grid overloading.

  44. Bots skin... by orb_fan · · Score: 1, Funny
    1. Re:Bots skin... by Anonymous Coward · · Score: 0

      Do you have a picture where its still alive?

  45. Why Quake2? by Jagasian · · Score: 0

    Why did they use the boring Quake, when the much faster, more furious, and more fun Quake is also opensource?

    1. Re:Why Quake2? by Jad+LaFields · · Score: 1

      80 people in House of Chython(sp?):oh the carnage...

      Probably because it was easier to get Q2 to have 80 simultaneous players than Q1

      --
      [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    2. Re:Why Quake2? by Anonymous Coward · · Score: 0

      Uhrm...because it has a story?

      No, wait...

    3. Re:Why Quake2? by Jagasian · · Score: 1

      Don't you remember the Quakeworld release, when Carmack removed the player limit cap? Over 64 people crammed into one of the death32 maps, which were just conglomerations of 3 original dm maps.

      I can't remember the exact number of people on the server... but at the time it was done, the hardware couldn't handle it, and things ran to a crawl! Clients couldn't take all of the models on the screen at one time. The server couldn't handle the bandwidth requirements.

      After that little experiment, people started questioning whether or not having a server with so many players on it actually improved the fun.

      Like you implied. Its better to have a small map like dm4, dm6, or House of Chython... and maybe 32 people... if you want cluster fuck matches. Large numbers of people was just a bragging rights thing for the Quakeworld netcode.

  46. Re:Don't understand by Micro$will · · Score: 1

    The Team Arena add-on for Q3A is able to do 64 players smoothly, as well as the games based on the Q3TA engine, like RTCW. I regularly play on Happy Penguin Classic, which has a 64 player server. It's been a while since I've played Q2 online, but from what I remember even the 64 player servers hosted on high end machines behind fat pipes were still kinda laggy.

  47. Great technology for implementing The Matrix by Kj0n · · Score: 1

    GameGrid dynamically partitions areas of the game map, including players and objects, onto different servers. If a player or object, such as a rocket, moves from one server to another, the first server sends the player's state -- the player's name, vector, velocity, and statistics -- from one server to the next.

  48. Public Use? by MMaestro · · Score: 1
    "IBM is also planning on developing Quake 2 bots to take advantage of the system."

    So will they be releasing the Quake 2 bots to the public after using them? I think it'd be interesting to see how they coded them and how well they play.

  49. Well, by way2trivial · · Score: 2, Insightful
    than hosting a site Slashdot links to?
    in terms of actual pages served up? obviously slashdot serves more pages than it's membership goes off site to read

    in terms of bytes? slashdot is rather low bandwidth-

    99 %text NO photograph complex jpgs.. no avi's or mpegs..

    it's quite possible that /. server does not have requirements nearly as intense as some sites that /. manages to swamp

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  50. No by Anonymous Coward · · Score: 0

    YOU FAIL IT!

  51. got it! by Anonymous Coward · · Score: 3, Funny

    In Corporate America, the Grid fails YOU!

  52. Yay! IBM has started the Matrix project by ebuck · · Score: 1

    All we need now is for some people to design better man-machine interfaces, like a direct connect into the spinal cord. And let's have those AI programmers show their metal by making some wickedly smart bots.

    Certainly it would become boring killing people ad-infinitum, so I imagine it's just a matter of time before someone plugs in non-death oriented action into the Doom engines (and their kin). I myself would like to see a Half-Live/StockExchange!

  53. Project Link??? by taweili · · Score: 1

    Is this released to the public? If so, where is the link? Anyone? Thanks in advance!

  54. More Details by lkaos · · Score: 4, Informative

    This was actually an Extreme Blue project this summer. In fact, it was out of the Almaden lab.

    Extreme Blue is a program where IBM hires three CS college students and one MBA student to work on exciting new technologies. The official party line is that Extreme Blue is IBM's incubator for talent, technology, and business innovation.

    Lots of cool things come out of Extreme Blue. They ran an IBM-wide test of this Quake2 grid thing. It was pretty cool...

    --
    int func(int a);
    func((b += 3, b));
  55. the explanation by Anonymous Coward · · Score: 0

    they didnt call the bots "agents" because they didn`t want to get sued by WB like SCO did for that Unix code thing.

    or maybe they plan to sell the bot AI they are developping to the people who are working on the Matrix MMORPG and don't want to give any hints to anyone about it?

  56. Shared-world development? by Selanit · · Score: 3, Insightful
    The article says:
    GameGrid dynamically partitions areas of the game map, including players and objects, onto different servers. If a player or object, such as a rocket, moves from one server to another, the first server sends the player's state--the player's name, vector, velocity, and statistics--from one server to the next. [. . .] Even if a player isn't physically "on" a server, he must still be able to "see" objects stored on another. The Quake code determines the state of the world every tenth of a second, Bethencourt said.
    Could this (or something like it) be used in a user-constructed world? I'm thinking of Active Worlds and similar sorts of software, where people log in, and can then alter the landscape or build things using pre-defined shapes and textures. Kind of like Legos, only you can't step on 'em in the dark.

    Anyway, would it be feasible to run such a thing using a grid? Currently, the size of such a shared world is limited by the power of the server on which it is hosted. Alphaworld, the largest world in the Active Worlds universe, is only about the size of California. But if you were using a grid, you could then theoretically expand the world by adding more nodes to handle more real estate. (Or virtual estate, rather.)

    If you could find a situation with low enough latency, individuals could even provide their own nodes, adding new territory to the fringes of an existing world. Neaaaat.
    1. Re:Shared-world development? by White+Shadow · · Score: 1

      Exactly. That is part of the business plan that Fred, the MBA student, came up with. Since it is hard for game developers to know how popular an online game is, this allows them to start with a small number of server and incrementally add them as popularity for the game increases. As the game ages and the number of players drop, you can remove servers from the grid and optimal grid should redistribute the load over the remaining servers.

      At least that's the way that Matt and John (the two main developers) explained it to me (I also worked at Almaden for Extreme Blue this summer).

  57. SKy Net? by zin · · Score: 1

    Is this how Sky Net got started, with Quake 2 Bot AI's? I never could keep up with the hurt me plenty level bots. Please help us John Conner!

    --
    -ZiN-
  58. Re:A Test? Riiiight. by Anonymous Coward · · Score: 0

    No...there's an obvious problem: how about a real-world military application? I.e. troop data including position and whatever else they'd have sensors for could better be spread to other units and in a more realtime fashion. Though I'd have to think the DOD already has something like this going on...

  59. Re:Don't understand by PainKilleR-CE · · Score: 1

    I had problems with Q3, so I never bought Q3TA and can't really comment on that.

    . It's been a while since I've played Q2 online, but from what I remember even the 64 player servers hosted on high end machines behind fat pipes were still kinda laggy.

    I never had a problem with the 64 player servers, except that there weren't many of them and they didn't often fill up past 32 people (so maybe they did have problems, or at least many people perceived problems with them).

    --
    -PainKilleR-[CE]
  60. My new excuse at work... by wo1verin3 · · Score: 1

    I'm not playing games, I'm evaluating IBMs new grid technology.

    Yes the grid supports Solitare!

  61. I knew it! I knew it! by A+nonymous+Coward · · Score: 1

    I predicted this, see, see?!?

  62. Being done by interns... by psxndc · · Score: 1
    While this whole thing is cool, what pisses me off is that the interns are developing the bots. When I interned with IBM back in the summer of '97, they had me converting text manuals from DocBook to SGML for IBM Japan. The script they had to do it needed a lot of tweaking and guess who got to be the tweaker/tester? Blech. I wish I had heard on the first day "Well, Patrick, this isn't going to be a fun summer I'm afraid. We need you to write a bot for Quake II. Probably not as fun as scrolling through invalid SGML and making corrections, but hey, we can't all be rock stars". Bah

    psxndc

    --

    The emacs religion: to be saved, control excess.

    1. Re:Being done by interns... by White+Shadow · · Score: 1

      Ah, that's because Extreme Blue wasn't around back then. They try very hard to get interesting projects for teams of four interns (three technical and one mba student) to work on during the summer. The mentors of each project hand pick the students working for them and are good at providing feedback during the whole summer.

      Also, not all the projects are as exciting as Game Grid. For example, I was working a few cubicles down from the Game Grid guys on a project for automatically generating high level UML diagrams from source code. Not really that exciting.

  63. except by nusuth · · Score: 1

    I'm an engineer. The question is irrelevant, which actually was my point. Pity, I couldn't get it across.

    --

    Gentlemen, you can't fight in here, this is the War Room!

  64. One thing .. by ciupman · · Score: 1

    ...I didn't understand .. it didn't what? Scale or stress the system?

    --
    I fuse with Mercer every single day...
  65. welcome by Anonymous Coward · · Score: 0

    I, for one, welcome our new QuakeBot overlords.

  66. Re:headhunter? by Chaostrophy · · Score: 1

    Was that the head hunter mod?

    --
    Plato seems wrong to me today
  67. Play is Slow by Josuah · · Score: 3, Informative

    A friend of mine play-tested the GameGrid but found that it didn't play very well. Instead of mapping sections of a larger map onto servers, it seemed to map sections of individual rooms onto servers. This meant you hopped servers fairly often, instead of just when moving from one large area to the next (probably the right thing to do overall, to avoid massive load during huge combat). But the problem was an extremely noticeable lag when crossing those boundaries, making the game all but unplayable.

    Anyway, this is the feedback he gave me after he tried it. I didn't have time to try it myself during the short play-testing phase they had.

    1. Re:Play is Slow by Anonymous Coward · · Score: 0

      I think the obvious solution would to merge the client-side prediction code into the servers themselves. This way, they can predict when entities could cross boundaries and preemptively transmit the entity data.

  68. Anyone else looking for more information? by tjw · · Score: 1
    Although IBM encouraged researchers to download the GameGrid-enhanced Quake 2 application, only 870 did so. In a stress test performed Wednesday, only 80 players were on the map at any one time.

    Did they want a better turnout? Then perhaps they should have mentioned it to people like me who actually still play QuakeII!

    The article has no links to the project itself. The best I found in my google searches is the resume of one of the UW students who worked on it. I can see why IBM may want to hide this project for the prying eyes of competitors, but since this is indeed GPL application they're modding, you'de think they'de publish the source somewhere. Perhaps the icculus.org q^2 developers should request the source in writing.
    --

    XJS*C4JDBQADN1.NSBN3*2IDNEN*GTUBE-STANDARD-ANTI-UB E-TEST-EMAIL*C.34X
  69. Nothing New: Zona's Done This Already by Anonymous Coward · · Score: 0

    I've seen Zona's FPS grid game at GDC for the past couple of years. Looks like Mad Max meets Mario Carts, lots of shooting, quite impressive with low latencies. Quake Derby-ish. I got their dev kit -- they use clustering, dynamic spatial ownership, object shadow proxying. What IBM is doing is nothing new -- I think they are just goofing off.

  70. Quake 2? Odd by petrus4 · · Score: 1

    I will never understand why Quake 2 in particular has had as much developer/mod author attention as has seemed to. I also don't know what id were smoking when they released it...it was by far their weakest release, IMHO. The in-game AI was horrible, and the graphical engine itself was worse. To prove my point, it's worth remembering that the original Half-Life was built on a heavily modded version of Quake *1*, and that looked, played, and just generally *was* infinitely superior to Q2 in every possible way.
    Q1 was IMNSHO id's crowning achievement, and remains the best multiplayer experience I've ever had.

  71. Eraser Bot? HELLO! by J--n · · Score: 1

    So why is IBM making bots? Someone's already done that: http://impact.frag.com/
    Or are they making bots optimized for the grid? They should definitely start with the eraser bots instead of starting from scratch.