[DGD] good hardware for a mud
bart at wotf.org
bart at wotf.org
Sat Nov 7 11:23:51 CET 2009
There isn't a really useful answer to your question without at the very least
also considering:
- game design
- world design
- client technology
- expected number of concurrent clients
And probably some more.
One thing I should note, in the modern world, for a text based game,
networking is only really a bottleneck when you have unreasonably high
latency, or are running from a dialup connection or such.
One of the bigger hobby muds on this planet (Discworld) is running from a
normal residential dsl connection, and networking is really not their
bottleneck, not by far.
Bart.
On Fri, 6 Nov 2009 21:40:40 -0800, Shentino wrote
> In general, what tends to be the biggest bottleneck when running a high
> performance mud?
>
> >From hobbyist one-man-stands to large scale operations such as Skotos
>
> My first guesses would be
> * networking
> * hard disk speed
> * memory
> * CPU
>
> Though which of the above tends to matter the most I'm not exactly
> sure of. I'm set to purchase a new mobo and case from newegg and I'm
> wondering what I should look for. ___________________________________________
> https://mail.dworkin.nl/mailman/listinfo/dgd
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