Simulator World Loading

Good morning, Still wrapping my head around this.

Ok, we have established the following:

  1. An external data source is required for permanent storage of info.
  2. Character management can be done between Login and joining the world using an external API, maybe to a webserver. (Begs the question, does a connection have a timeout for non activity? eg: what if they sit on character screen doing nothing)
  3. Instancing can be done using the Room Simulators. Have not seen an example of mixing world and rooms together, but I have read it can be done.

So

When creating a Simulator for a world, does the simulator have to mimic the whole world or can it be configured for part of the world? I have watched the Load Balancing Video and this is where some of the question comes from.

Maybe if I gave an example:

We have a world with two continents. I want to setup two Simulations, using Grid, so ultimately, one continent on one simulation. Seeing as a simulation is managing one continent, does that simulation also have to load the other continent?

humm. So we have Joe on Continent_A and Jane on Continent_B. Now I assume if the whole world is loaded. Then both Continent_A would call the Update for Joe and Jane, and Continent_B would also call the Update for Joe and Jane. But work would only by done by the Authorized Continents.

So how would I get Continent_A to only worry about Joe as Jane will never been seen as she’s on Continent_B ? Seems silly to be trying to update Jane on Continent_B from Continent_A and an unnecessary load on Continent_A.

I am sure I am missing some important concept, just have not figured it out yet.

Thanks
GameGater

To properly model what you’re describing you can think of a coherence World as synonymous with your game’s continent, so you would start 2 worlds each with their own sim that cares about that world: one for each continent. You would then use a graceful transition, e.g. by opening a new connection to the new world and then closing your connection to the old world, between the worlds based on your characters location in the game. In this scenario as the character transitions the simulators sees them on their world and can simulate them.

The same concept can be used to transition players from worlds to rooms.

Check out this post and Cary’s response for more details: Seamless transfer of objects between replicators.

Oh nice, I wondered if multiple worlds was a possible answer.

From a project point of view, I should be able to create one simulator and have it load the different worlds depending on which world it’s associated to.

Or do I have to build two separate simulators, one for each world?

You can build one simulator and use a CLI flag to pass the game-specific region to it. This is an option during world creation

Is that under Simulator Configuration for the World Details on the dashboard? If so that’s behind a Paywall for me atm, and I see no documentation on it either.

But it is good to know it exists and that is how to start different worlds with same simulators.

Correct, and although a paid plan is required to use simulators with the internet, only a credit card on file is required to test out simulators with no internet connectivity. You won’t be charged but it’s our best way to verify you are a human and not using sims to botnet, etc.