The Problem No One Was Solving Well
My problem
- Simulations were expensive and slow.
- I needed a way to spread jobs across idle machines.
- A lightweight shared-filesystem scheduler was good enough.
The studio's problem
- Frantic was using Autodesk Backburner on a roughly 60-machine render farm.
- It was unreliable enough that someone worked nights just to restart it when it crashed.
- Failed overnight renders meant missed deadlines and wasted artist time.