[MUD-Dev] [Tech] MUDs, MORPGs, and Object Persistence
Bryce Harrington
bryce at neptune.net
Sat May 12 13:28:50 CEST 2001
On Sat, 12 May 2001, Derek Licciardi wrote:
> ps IMHO, I think it is time that MUD servers began to become
> Enterprise level in quality and design. I think one could design a
> large stable, scalable solution using some of todays business
> technology. RDBMSs and TP Moniotrs come to mind real fast.
> Clustering technology, and server farming also come to mind. All of
> this requires much better design than what is currently out there
> today, with possibly the exceptions being the large commercial
> graphical MORPGs.(I assume they already have some of this)
Would people be able to afford the hardware required to run such high
end technology? I mean, obviously large graphical commercial efforts
like EverQuest can afford it, but what of commercial MUD folks? Is
there enough $$ to justify purchase of a five-figure rack-mounted
system?
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Bryce Harrington bryce @ neptune.net bryceharrington @ yahoo.com
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