[DGD] just out of curiosity

Noah Gibbs noah_gibbs at yahoo.com
Fri Sep 14 18:25:01 CEST 2012


Sure.  There are distributed *games* and distributed *apps*, and DGD could do a lot to help write such things.  But optimizing for traditional MUD access patterns isn't going to help you there.


________________________________
 From: Felix A. Croes <felix at dworkin.nl>
To: dgd at dworkin.nl 
Sent: Friday, September 14, 2012 8:16 AM
Subject: Re: [DGD] just out of curiosity
 
Noah Gibbs <noah_gibbs at yahoo.com> wrote:

> The distributed game problem (I won't specifically say MUD) is going to look completely different in 10 years, so it's just as well you don't spend 10 years solving it ;-)
>
> At this point, there's no such thing as a MUD that won't fit on a single server.  Before solving the distributed MUD problem, you have to figure out what problem it is.  That affects a *lot* of how you approach it.

True for text muds, none of whom are distributed now.  But if we don't
specifically say mud, counter examples would be Second Life and EVE Online.

And if we take it beyond games (Ragnar merely spoke of automatic state
distribution across the network), there are other non-hypothetical cases.
For instance, take the Facebook server problem.  Facebook will display a
single timeline properly, but mixing in other's updates is a
phases-of-the-moon thing.  "Automatic state distribution across a network"
would be a very nice thing for Facebook to have.

Regards,
Felix Croes
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