[MUD-Dev2] DESIGN: Best way of keeping map and game state information.
Zach Collins Siege
siegemail at gmail.com
Thu Jul 16 13:23:17 CEST 2009
On Sun, Jun 28, 2009 at 8:30 AM, Eduardo<eduradical951 at gmail.com> wrote:
> Hi all,
> I am new in that list. I am interested on developing a MMORPG, just for
> learning and fun. Im at design phase, and i have some doubts about how to
> keep the map and game state information in general. Whithout entering deeper
> in tecnical issues, should i use dinamic databases for keeping all this
> information, updating them in real time, or it is possible to keep that huge
> amount of data in memory. The problem with databases is the I/O heavy load
> so i dont know if it woud delay too much the game ?Someone that have dealt
> with that topic and want to share their knowledge?
> (Sorry for my english if its not too correct)
memcached is a distributed, memory-resident data caching system, so
you can in fact load lots of stuff into RAM if you need to. For
smaller databases, a simple garbage-collecting memory cache with
occasional physical backup to an ordinary database should be just
fine. There are plenty of MU*s that use that kind of system.
--
Zach Collins
"If code can be speech, then software can be art."
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