[MUD-Dev] MMORPG/MMOG Server design

ceo ceo at grexengine.com
Wed Feb 19 12:11:12 CET 2003


Weston Fryatt wrote:

> What is the best design for an MMORPG Server?
 
>   Single Massive server? The whole game run on one multi-processor
>   machine with gigs of ram.
 
>   Server Groups: A group of servers runs a sub-set of the game
>   world with a max user count of 2000. Each server group would be
>   a unique part of the game world.
 
>   Redundant Servers: Multiple Servers doing the same job all
>   persisting the game world/game state into a common database
>   cluster server. Each server has only a specific task. (ie: map
>   server, login server, game logic server, npc server, etc) You
>   may have 10 map server running, 35 game logic server, etc
>   running.
 
> I'm leaning towards the Redundant Server idea, But is this the
> best idea?

I'm afraid you've just asked a question akin to "What's the best
computer for running applications?". Not only does the answer depend
entirely upon your needs, but each of the answers you suggest also
potentially requires a great deal of (different) domain-specific
knowledge to implement, so it also depends on what skills you have.

http://www.kanga.nu/archives/MUD-DEV-L, (the online archive) and
search for "server" and you'll find enough threads (probably) to
keep you occupied for months :)

PS how is MUUF different from Lindenlabs, there.com, Archaean, and
all the others whose primary sell is "this is an alternative life"?


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