[MUD-Dev] Locations vs Social Spaces (was: I Want to Forge Swords)
Richard Aihoshi aka Jonric
jonric at vaultnetwork.com
Tue May 15 18:05:40 CEST 2001
At 04:01 PM 14/05/01 -0700, Raph Koster wrote:
> The slowdowns on the server side caused by large congregations are
> very soon to be a thing of the past (eg, no cause for teleport
> storms and the like) as server architectures move away from
> single-server models pasted together to make multiserver
> models. More difficult are concerns like the bandwidth involved in
> sending you the updates for that many people and having it still
> look good. What'll really be harder is client-side scalability for
> the display of all those people. ;)
I assume a lot depends on the hardware, but given a reasonable system
for today, say something in the P500 range with an 8-meg video card,
how bad would a game have to look in order to accommodate large
numbers of players onscreen at one time?
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