[MUD-Dev] Concerning Advanced Server designs for MMORPGs

Jeremy Noetzelman jjn at kriln.com
Tue Mar 27 19:40:01 CEST 2001


On Mon, 26 Mar 2001, Derek Licciardi wrote:

> The next generation of MMORPGs are going to have to be significantly
> more robust than the ones available today.  From what I can tell,
> the complexity of them is increasing faster and faster with each new
> release.  No, doubt Anarchy Online takes the graphical versions to a
> higher standard, and Horizon's will take the entry level even
> higher.  All this competition started me to thinking about how the
> next generation server should be designed and I found myself staring
> at the possibilty of using a messaging server like MSMQ to handle
> the traffic of messages on the back end of the system.  Has anyone
> had experience using MSMQ or another transaction monitor in their
> everyday jobs?  If so please email me so that we can discuss the
> usage of the server in an MMORPG.  Between collision detection
> servers, AI servers, Zone servers, Scripting servers and a host of
> other individual servers that it will take to run an MMORPG that has
> a chance at competing in the market, it seems to me that a reliable
> messaging platform would be in order(please no flames on the choice
> of Micro$oft as a reliable platform).

Reasonably related, does anyone know what server platforms the current
(and next) generation MMOG's are using?

I seem to recall hearing that UO was using clusters of Intel systems,
and that UO2 was going to use Sparc based systems, but I'd love to
know if anyone actually has real data that they can share (clearly
there's a few people on here who HAVE the real data but I don't know
if they can share it)

Server architecture, OS, etc are all of interest...

Anyone?


Jeremy

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