[MUD-Dev] Complexities of MMOG Servers WAS Retention Without Addiction
bradley newton haug
brad at faithanddisease.com
Wed Dec 11 17:57:58 CET 2002
Amanda Walker wrote:
> True. But anyone trying to implement an MMOG server on a single
> machine is also asking for trouble, and this is where a lot of
> implementations fall down, sometimes spectacularly. A distributed
> implementation is much, much more complex--and it's an area where
> even experienced programmers may well be "wet behind the ears".
While not disagreeing that idiots will mess anything up, with
remoting (com+ and .NET, corba, pickyerpoison) and modern languages
it's possible to write apps that run the same way no matter how many
machines they are spread over. While this sounds like an
oversimplification, it's not, my server can be spread by threads or
instanced objects over any number of machines or processors, and it
requires about one extra line for every 20 (there's some initial
setup but a snap after that). Course I've been doing client/server
a long time, but still, I guess I find it hard to believe a bunch of
engineers paid to sit around and figure out a solution at a place
like Blizzard can't reach a decent one. Of course the last
statement probably shows me to be incredibly stupid and naïve. =D
Respects
Brad
"the perfect ham sandwich is hard, code is easy"
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