[DGD] DGD/MP & OpenMosix revisited?
Geir Harald Hansen
dgd-list at geir-hansen.com
Mon Feb 9 23:08:03 CET 2004
--On 9. februar 2004 14:44 +0100 "Felix A. Croes" <felix at dworkin.nl> wrote:
> 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.
Using "shards" may still ease the problem of flash crowds somewhat. Having
10% of your users accessing the same feature and overloading one server in
one of your 10 shards (clusters) is probably better than having 100% of
your users overloading one server node in your single cluster.
For both good and bad, shards partition up your playerbase and keep them
from gathering. The flash crowd problem is still there, but on a much
smaller scale.
As much as I hate the idea of shards, it does seem to have some advantages.
- Geir
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