The End of Game Engines as We Know Them? (Rashid Mansoor, Metagravity)

16 Jul 2023 · 3 min
2:49

In this interview segment, Rashid Mansoor explains MetaGravity’s ambition to transcend the constraints of conventional game engines. He outlines how current engines support single‑player narratives and multiplayer experiences limited to roughly 100 players due to the need for a causally self‑consistent world—where every action (e.g., moving a cup) must be reflected identically for all participants. Mansoor identifies the core technical barrier: real‑time computation on a single CPU cannot scale arbitrarily, and slowing down is unacceptable for games. The proposed solution is to parallelize and distribute the simulation across multiple CPUs or server nodes, but this raises complex problems of partitioning the world into sub‑programs while preserving a unified, consistent reality across them. The discussion highlights the open research problem of achieving large‑scale, real‑time, distributed simulations without breaking causal consistency.

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