[MUD-Dev] Text Parsing
Koster
Koster
Wed Jun 9 22:42:38 CEST 1999
> -----Original Message-----
> From: J C Lawrence [mailto:claw at varesearch.com]
> Sent: Wednesday, June 09, 1999 9:56 PM
> To: mud-dev at kanga.nu
> Subject: Re: [MUD-Dev] Text Parsing
>
>
> On Wed, 9 Jun 1999 16:21:28 -0700 (PDT)
> Matthew Mihaly <diablo at best.com> wrote:
>
> > ... but I don't think our mobile ai is particularly complicated,
> > although currently mobiles do things regardless of whether players
> > are in the room (such as wander about, sleep to heal if wounded,
> > gather items they find, etc).
>
> Conversely this is a point where I currently spend massive numbers
> of cycles. Its rather ugly.
In UO we actually turned most of that off, in the end, despite a major part
of the design being based around it. :(
> > We think we're going to have to convert to a UO-style system where
> > we split upt he land geographically and run the different areas on
> > different servers. That SEEMS, to my not-very-knowledgeable-self,
> > to be something that we shouldn't have to do just to get past 100
> > players online (i figure I can squeeze out another 33% performance
> > from careful optimization).
>
> The above simultaneous simulated user load was on a low end
> AlphaStation with 192Meg of RAM (forget CPU # and clock) whose
> performance is roughly equivalent to a P300 with 64Meg RAM (Alpha
> code and data density is very low). That box got me up to 700
> users, at which point it essentially cratered. Given a decent PC
> base, I see little reason you shouldn't be able to pass the 1,500
> point modulus Linux kernel issues (such as the single IO lock).
UO has around 800 players per map, and generally 2400 NPCs/creatures, on
what are basically nice Pentium II dual-processor workstations (we split the
load between the processors--one gets traffic, the other handles the map).
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