[DGD] DGD/MP & OpenMosix revisited?

Stephen Schmidt schmidsj at union.edu
Tue Feb 10 03:25:59 CET 2004


On Mon, 9 Feb 2004, Noah Gibbs wrote:
> As soon as you banish all non-local effects, or keep them very
> carefully constrained, you're golden.  Now find me a multiplayer game
> (not just a MUD) that does that.

I would have said that a traditional MUD has almost entirely
local effects with the major exception of shouts and other
forms of communication that reach all players. With that
exception, almost everything a player does affects/is seen
only by other players in the same room. Commands which
list information about all logged-in players are a second
exception but aren't really part of the game design.

Maybe the solution is to have one machine that handles
communication like shouts and channels, relaying them
to all players, and also prints the who list? Then have
everything else be handled by shards?

Steve


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