British tech firm Improbable, known in the game industry for its work creating remotely-distributed virtual world rendering platform SpatialOS, is hoping to get more Unity developers acquianted with the tech through its new Developer Partner Program.
This is notable because the capabilities and potential uses for SpatialOS are difficult to easily sum up, and the best way to know whether it's a good fit for your games is to get in and start tinkering with it yourself.
While Improbable wants everyone from city planners to academics to use its tech, regular Gamasutra readers will remember that one of Improbable's big pitches for SpatialOS is as a platform for building massive, persistent online games.
The flagship example is Surgeon Simulator developer Bossa Studios' open-world physics-based Unity MMO Worlds Adrift (pictured) which studio chief Henrique Oilifiers told Gamasutra last November would have been effectively impossible "if we didn't have the Improbable platform to work with."
A post on the Improbable blog today sheds a bit more light on how, exactly, SpatialOS was used in development of Worlds Adrift. It also retells the story of how the game was borne out of a shelved Bossa game jam prototype, and sheds a bit of light on how that prototype was built out using SpatialOS and Unity.
But perhaps most importantly, for Unity developers, is that Improbable ends the post with a call for Unity devs "with an ambitious game design" to request early access to SpatialOS. While it's not yet clear what sort of terms and requirements (if any) are attached to that access, curious developers can register their interest via the SpatialOS Developer Partner Program application.