[DGD] just out of curiosity
Noah Gibbs
noah_gibbs at yahoo.com
Fri Sep 14 19:13:23 CEST 2012
This is true. Indeed, I would currently suggest many of the "standard" big distributed tools used by sites like Facebook if you were going to do this for an online game -- ZooKeeper, Cassandra, Redis, Hadoop (batch calculation), etc.
________________________________
From: Felix A. Croes <felix at dworkin.nl>
To: dgd at dworkin.nl
Sent: Friday, September 14, 2012 10:07 AM
Subject: Re: [DGD] just out of curiosity
Noah Gibbs <noah_gibbs at yahoo.com> wrote:
> 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.
I brought up Facebook to get you to think about how similar it is.
The reason it doesn't scale as well as an ordinary website is precisely
because of its similarity to an online game: users are not isolated, but
receive updates from eachother.
And like a mud, all content is created by its users. :)
Solving the Facebook server problem will likely involve more than
optimizing for a particular user access pattern. But even if stated
like that, once we know <how> to optimize for a particular user access
pattern, we will likely have a more general solution that can also be
applied to online games.
Regards,
Felix Croes
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