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Hi John! Animats was very cool! As you know game physics still kinda sucks for this work. Unity/Bullet/MuJoCo are the best we have and even they have limited body collision counts. Luckily we've now got some GPU physics acceleration, but IMO it's not enough.

What we really need is a scalable, distributed, physics pipeline so we can scale sims to 1000x realtime with billions of colliding objects. My guess is that Google/Stadia or Unity/UnityML are better places to do that work than Facebook, but if Carmack decides to learn physics engines* and make a dent I'm sure he will.

Until our environments are rich and diverse our agents will remain limited.

*More, I'm sure his knowledge already exceeds most people's.




What we really need is a scalable, distributed, physics pipeline so we can scale sims to 1000x realtime with billions of colliding objects.

Improbable tried to do that with Spatial OS. They spent $500 million on it.[1] Read the linked article. No big game company uses it, because they cut a deal with Google so their system has to run on Google's servers. It costs too much there, and Google can turn off your air supply any time they want to, so there's a huge business risk.

[1] https://improbable.io/blog/the-future-of-the-game-engine


Agree, as a game engine this might power some high-end Stadia games with crazy physics, but the real value is in high-complexity environments for virtual agents.

Interestingly companies like SideFX are also doing really interesting work in distributed simulations. (e.g. Houdini)




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