Original Post
Just looking for some info on what the current state of distributed physics sims is, especially as it relates to MMOs. Two problems I'm having in a "seamless" environment: 1) What happens at boundaries. If Machine A and B each handle half the world, you need some way for the objects/actors on each side of the boundary to interact with one another, right? 2) Arbitrarily chopping up a scene based on how busy a certain region gets. If one small area of the sim has 1000 entities in it, you'd like to distribute that load to multiple machines. It seems like you'd reach a point of diminishing returns where the overhead of dealing with entities moving in and out of sub-regions and dealing with the boundary issue above ends up being more expensive than what you get out of it. Ideally you'd like to be able to scale indefinitely, as long as you can keep throwing more machines at the problem. Is there anything out there like that?