[DGD] DGD/MP & OpenMosix revisited?

Felix A. Croes felix at dworkin.nl
Mon Feb 9 14:44:15 CET 2004


Stephen Schmidt <schmidsj at union.edu> wrote:

> Ragnar Lonn wrote:
>
> > I've been imagining a
> > system where you have an arbitrary number of game servers. Each server
> > maintains state for a number of game objects. You have an inter-server
> > call_other() function that lets an object on server A call a function in
> > an object on server B. Each game object resides on two servers but only
> > one server is authoritative - the other maintains as up to date a state
> > as possible for the object in case the first server goes down.
>
> How are your servers going to connected to one another? If you
> are relying on some kind of Internet connection between two
> servers, couldn't this get awfully slow, waiting for requests
> to come back from a remote server? The advantage to the "shard"
> system isn't so much that it reduces storage, but that it
> reduces the need for interprocess communication.

The main advantage of the "shard" system is that you can use the
same game world multiple times.  It reduces the development cost.
Usually, there still are multiple machines per shard.

Of course, if the landscape of your gameworld is algorithmically
generated, and there is little or no static "content" (players have
to create their own cities and so on), this does not apply.

Regards,
Dworkin
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