BGB wrote:

Not so sure. Probably similar levels of complexity between a military sim. and, say, World of Warcraft. Fidelity to real-world behavior is more important, and network latency matters for the extreme real-time stuff (e.g., networked dogfights at Mach 2), but other than that, IP networks, gaming class PCs at the endpoints, serious graphics processors. Also more of a need for interoperability - as there are lots of different simulations, plugged together into lots of different exercises and training scenarios - vs. a MMORPG controlled by a single company.



ok, so basically a heterogeneous MMO.
and distributed



reading some stuff (an overview for the DIS protocol, ...), it seems that the "level of abstraction" is in some ways a bit higher (than game protocols I am familiar with), for example, it will indicate the "entity type" in the protocol, rather than, say, the name of, its 3D model.
Yes. The basic idea is that a local simulator - say a tank, or an airframe - maintains a local environment model (local image generation and position models maintained by dead reckoning) - what goes across the network are changes to it's velocity vector, and weapon fire events. The intent is to minimize the amount of data that has to be sent across the net, and to maintain speed of image generation by doing rendering locally.


nothing obvious comes to mind for why it wouldn't scale, would probably just split the world across multiple servers (by area) and have the clients hop between servers as needed (with some server-to-server communication).


There's been a LOT of work over the years, in the field of distributed simulation. It's ALL about scaling, and most of the issues have to do with time-critical, cpu-intensive calcuations.



--
In theory, there is no difference between theory and practice.
In practice, there is.   .... Yogi Berra


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