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Panzerschrek 2 days ago

As I understand having 10000 players in some area isn't a big problem. Processing players isn't that hard. It seems for me to be much harder to simulate the world around players - flowing water, growing trees/crops, redstone circuits, pistons, mobs. In the worst case players may be located very far from each other, so it's needed to simulate up 10000 world regions. Can this server really do this? Or not really? Or maybe it has very limited world size.

imtringued 2 days ago | parent | next [-]

10000 players in one area is pretty hard on its own. The scaling is quadratic since each player receives the updates of all players.

Simulation is irrelevant in terms of performance because it is a fixed cost that is shared across all players.

stefs 2 days ago | parent [-]

I don't think so, as the unit of simulation are chunks, and only chunks near players are stimulated - at least in classic Minecraft. I.e. if all players are in one chunk only one plus the surrounding ones are stimulated, but if all players are spread far apart, you have the same simulation workload for each player.

Or is this different in Hyperion?

worldsavior 2 days ago | parent | prev [-]

The intersection between these 10000 world regions is very large, so it's not really simulating 10000 world regions.

stefs 2 days ago | parent [-]

> "In the worst case" ...

in the average case it should only be a fraction of that, because otherwise why multiplayer. they also mention "events" a lot, so i guess this isn't targeted towards normal run-of-the-mill minecraft play but special events like those society simulation experiments you can see on youtube, which are usually quite condensed.

still, the question is, how much faster is rust at world simulation? they mention vertical scaling, so i guess it's somewhat limited.