How Virtual Worlds Work, part one

Apparently, our recent articles have caused a bit of a stir. Itโs been gratifying to see so many folks commenting and weighing in on what we have planned, and the metaverse in general.. One thing thatโs really struck me isย the enthusiasm for the reinvention of online world technology. Whether a particular commenter is focused on decentralization, player ownership, or user creativity, thereโs clearly a lot of interest in new ways of doing things.
How Virtual Worlds Work
1: Clients, servers, and art
2: Maps
3: Object templates and instances
4: Object behaviors
5: Ownership
In my experience, whenever we are exploring new ways to approach old concepts, itโs important to look backwards at the ways things have been done before. A lot of these dreams arenโt new, after all. Theyโve been around since the early days of online worlds. So why is it that some of them, such as decentralization, havenโt come to pass already?
The answer lies in the nitty gritty details of actual implementation. A lot of big dreams crash and burn when they meet reality โ and some of our most cherished hopes for virtual worlds have pretty big technical barriers.

Letโs do some math. Letโs say that you need to have a pretty big world: sixteen kilometers on a side, and made out of tiles.
Thatโs good, because we need a lot of tiles. Theyโre one meter on a side. So that means that for a planet we need 16,384 just to make one edge. We need 16,384×16,384 to lay down the whole world.