[MUD-Dev] Distributed PSW design

Stephane Bura SBura at kalisto.com
Fri Jan 19 11:22:39 CET 2001


<EdNote: Duplicate HTML copy removed>

Frank Crowell wrote :

> If I understand things correctly, the Napster model (or a variant of
> it) may be the right way to go.

That's what I was thinking too. Maybe this model could be used only
for object creation / authentication / destruction.  A Gnutella model
could be enough for communication between "clients" and interactions
between client controlled objects.  We don't want to have a big load
on the registration servers.

> Probably the hardest issue to deal with -- beside latency of course
> -- is area loading.  CD and DVD distribution made sense for a
> limited number of worlds.  Doesn't make sense for the 21st century
> mudverse where worlds come and go and continuously change.

I'm dreaming here : If the compilation of maps is done by the clients,
we could use some kind of procedural architecture (a cross between
procedural textures and fractal compression). It may imply extra
constraints for 3D world design

before the technique evolves - which building blocks ? which
compression algorithm - but as we're not getting more bandwidth any
time soon...  Changes could be transmitted as functions, the world
rules limiting which changes are allowed (maybe you can only change
things through magic, etc.).


Stephane Bura
sbura at kalisto.com
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