• Old Ericsson Technology to be re-used in a massive online game for Guiness Records
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[URL="http://www.idg.se/2.1085/1.427312/gammal-ericssonteknik-ateranvands-i-onlinespel"]source (swedish, my translation)[/URL] [URL="http://www.muchdifferent.com/1000PlayerFPS/index.php"]how to participate[/URL] [release] During the 80s, Ericsson used the Erlang programming language for the development of PBX (private branch exchange, or business telephone system) but the technique can also be re-used in modern gaming platforms, according to a community developer in Uppsala, which calls its technology platform for Pikkoserver. The Technology Collective called "Much Different" has developed a server technology that optimize computer games and make them more massive in an online environment. To prove the strength of the new platform they will by the end of January organize a contest where 1000 players can participate at the same time. Much Different hope on getting a top ranking in the Guinness Book of Records with this contest. According to Much Different operational chief Asa Carild, they're going to develop the Pikkoserver technology to a number of other areas in the future, for example in signal processing. - With Pikkoserver we can transform a bunch of regular game servers to a supercomputing cluster. But this is of course useful in many other contexts aswell. The reason we chose online games is because they are among the most difficult areas. If you can scale an often chaotic and massive real time system, you can do the same with almost everything. Such as scientific weather models and other physical calculations, says Ms Carild. She says that Pikkoserver will get an important role as a research subject in an international research collaboration called Magna Data. There, European companies and universities will develop new methods for handling massive amounts of data and Pikkoserver and Much Different have been handpicked as Swedish representatives together with among others such as the Swedish Institute of Computer Science. Among the clients who already utilize Much Different services are Ericsson, Dolby, Unity, SEB, University of Uppsala and Ubisoft. [/release] pictures of the browser game, man vs machine [IMG]http://www.onlinegameslist.org/wp-content/uploads/2012/01/men.jpg[/IMG] [IMG]http://www.onlinegameslist.org/wp-content/uploads/2012/01/machines.jpg[/IMG] [URL="http://www.onlinegameslist.org/games-news/man-vs-machine-gaming-world-record-attempt#.TxeWGW9DB8E"]read more[/URL] [release] Never before have so many players fought each other in an FPS, on one battlefield, in the browser. And never before has so much time been spent on a game only to be played once. Don’t miss it! Why? Three years ago Much Different was looking for a big technical challenge. Friends at CCP, Dice and other gaming companies told them that the hardest and most difficult challenge they were all facing was the scalability of virtual worlds. Not only did they solve the problem, but they also offered a solution that may revolutionize the way games are made, as well as have an influence on other consumer web areas. How? Much Different has created a dynamic traffic router/load balancer, PikkoServer, that divides the battlefield between the game servers and glues the result together for the clients, multiple times per second. Although Man vs Machine is based on the Unity Engine, any modern game engine could easily be retrofitted with the technology to create something similar in a few months time. During the development of this technology, Much Different has created a range of related tools, the Unity Park Suite, that provide a full backend solution for Unity developers, released for the public on January 2nd 2012. “I’m really impressed with the product suite that Much Different is offering. It’s an incredible piece of technology that I’ve seen running. The amount of time and money developers can save from using this software is immense and it kinda makes me wish I was developing on their technology.” (Minh Le, creator of Counterstrike)[/release] [media]http://vimeo.com/33910582[/media]
[quote]During the 80th century Ericsson used the Erlang programming language[/quote] Damn that was a long time ago
In the 80th Century, man used the Erlang Language for.... DEVELOPMENT
I'm sad it is only once and there are only a thousand slots, I know I won't actually get to play with as much coverage as this has gotten over the past few days.
[QUOTE=Elecbullet;34286137]Damn that was a long time ago[/QUOTE] wow google translate
[quote]During the 80th century[/quote] What the hell where have I been
That's pretty epic. [editline]18th January 2012[/editline] [QUOTE=Elecbullet;34286137]Damn that was a long time ago[/QUOTE] Actually in the future...
[QUOTE=Arcana;34286150]In the 80th Century, man used the Erlang Language for.... DEVELOPMENT[/QUOTE] It took us 60 more centuries in order to have 1000 people on a single server for an FPS?
[QUOTE=Cuel;34286164]wow google translate[/QUOTE] but the op says that you translated it yourself you lied to me
oh no
Kind of a dickmove to only do this once
Apparently the game itself is only a one time thing also
Welp, looks like I'm not getting any sleep the day before the event.
the game's only purpose is to show the capacity that pikkoserver can handle
Damn, I wanted to be the person who would write this sort of code YOU HAVE RUINED MY DREAMS but yeah 1000 player arma? :fap:
there are reservations for like 30 bucks. i'll -try- to get in but i really doubt i'll f5 in time. also if 'man' gets a splash weapon with 1,000 fucking people around i think they have the advantage.
To think you can do something like this with 30 year old tech.
Neat.
[QUOTE=trotskygrad;34286451]Damn, I wanted to be the person who would write this sort of code YOU HAVE RUINED MY DREAMS but yeah 1000 player arma? :fap:[/QUOTE] 1,000 player World of Tanks.
[QUOTE=RR_Raptor65;34287916]1,000 player World of Tanks.[/QUOTE] The battlefield would quickly become impassable due to all the wrecks. [editline]19th January 2012[/editline] [QUOTE=Hans-Gunther 3.;34286832]To think you can do something like this with 30 year old tech.[/QUOTE] It's not really tech. It's more of an idea, a principle.
[QUOTE=Awesomecaek;34288003]It's not really tech. It's more of an idea, a principle.[/QUOTE] what it's fully working ericsson developed erlang 1987 for the implementation of control systems in PBXs. and much differnent has used this language to create pikkoserver how can it still be an idea or principle
[QUOTE=Cuel;34290644]what it's fully working ericsson developed erlang 1987 for the implementation of control systems in PBXs. and much differnent has used this language to create pikkoserver how can it still be an idea or principle[/QUOTE] I just wouldn't call language "tech". Tech is hardware and software, materials, etc. Language is more of a theoretical... language.
[QUOTE=Awesomecaek;34290708]I just wouldn't call language "tech". Tech is hardware and software, materials, etc. Language is more of a theoretical... language.[/QUOTE] But it's not a language. It's an application of the technology used in a PBX for serving game data. In what way shape or form is this a language?
derp. nevermind just saw that you can buy tickets lol
[QUOTE=Catdaemon;34290831]But it's not a language. It's an application of the technology used in a PBX for serving game data. In what way shape or form is this a language?[/QUOTE] [url=http://www.erlang.org/]Erlang is a language?[/url]
More programming languages I never heard of...
[quote]During the 80th century Ericsson used the Erlang programming language[/quote] [img]http://i.imgur.com/lFeRP.jpg[/img] Didn't MAG do 256 players a year ago?
[QUOTE=Hans-Gunther 3.;34286832]To think you can do something like this with 30 year old tech.[/QUOTE] c,c++ are even older, alots of algoriths that we use were created on 60s
Only once? At least post the game files so someone can make a server for it. 1000 players in one battlefield would be the coolest thing I have ever played.
Sucks that its only once but I'm in
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