We are delighted to announce SpatialOS for Unreal 2020.1
Using SpatialOS to simulate huge environments, including mobile networks on an international scale, in order to explore ‘What If’ scenarios such as the recent Pokemon stampede.
Here in the Improbable Laboratories, we decided to give the evolutionary powers of SpatialOS a test drive with ev0: an artificial life model.
One of our programmers used Unity and SpatialOS to prototype an online multiplayer game where adventurers fight spiders for control of the world.
Improbable has open-sourced two projects developed in house and used extensively on a daily basis: FlagZ and Polyglot.
In this post, we want to go into a little detail about some of the projects we love, and some of the changes we’ve contributed to those projects.
Exploring how SpatialOS can be used to build a realistic simulation of the internet in order to identify weak spots, and figure out how to protect it.
Could SpatialOS enable the OASIS from the novel Ready Player One, not only as a simulation of a realistic, living world, but as a playground where any user’s dreams can come to life?
Making distributed systems is hard. At Improbable, we like it when our system works, and it makes us sad when it breaks.
Exploring the creation of a large-scale, real-time digital replica of a city on SpatialOS, in order to maximise the efficiency of a fleet of autonomous vehicles.
A simulation of just over 1 million entities distributed dynamically over 40 – 50 separate physics engines, represented by the different colours on SpatialOS.