Re:London-based Improbable unveils SpatialOS for distributed...
by k33n on Thursday November 12, 2015 @01:29PM
(#10555095)
> need to be able to work with Scala
This kills the startup.
Re:London-based Improbable unveils SpatialOS for distributed...
by kodablah on Thursday November 12, 2015 @06:12PM
(#10556864)
Disagree. Being able to work with Scala doesn't mean you have to write Scala always (depending on how they structured/exposed it). And even if it does mean that now, since it's on the JVM, it is not an unreasonable effort to create language-specific facades. Saying something "kills the startup" is extreme.
Re:London-based Improbable unveils SpatialOS for distributed...
by kumarm on Thursday November 12, 2015 @01:40PM
(#10555172)
Are you suggesting not supporting a language thats not in top 25 languages today is their #1 problem?
Re:London-based Improbable unveils SpatialOS for distributed...
by inspectahdeck on Thursday November 12, 2015 @01:48PM
(#10555236)
I think he's suggesting that only supporting a language thats not in top 25 languages today is their #1 problem
Unsurprisingly, working in SpatialOS will require special skills. Games can still be built with the Unity engine, though they'll also need to be able to work with Scala, the native SpatialOS language. However, Narula said the World's Adrift team needed "very little" training. From there, it's simply "pushed" out onto Improbable's infrastructure, and congratulations, you're a maker of worlds.
Cost Structure:
Narula wouldn't reveal pricing, but you only pay for usage – if no one is in your world, there's no cost – and he suggested Bossa's ability to build Worlds Adrift shows it's affordable.
If I'm understanding this correctly, it's more that they're building large, persistent "environments" that can easily integrate with existing development and modeling software. Virtual sandboxes for playing and testing.
Anyone have enough info to provide clarification?