[gameprogrammer] Re: FPS with distributed servers

  • From: Lists <List@xxxxxxxxxxxxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Fri, 04 Mar 2005 13:23:18 -0800

Kevin Martinet wrote:

>Blizzard is using that on World of Warcraft. The world is divide into 2 big 
>continents, each one having is own server. But if one server's having 
>problems, chances are you wont be able to move from one continent (server) 
>to the other. Which happened a lot recently. But the continent not having 
>problems will continue to work perfectly, even if peoples get kicked from 
>the other one.
>
>Kev
>  
>

Now with this model it sounds like they have a server that takes care of 
everything on one part of the world and another that takes care of 
everything on another part of the world. For example if you have a fight 
on one continent, the server hosting that island takes care of it, etc.

I've never programmed anything like this before, but it seems to me it 
might be better to actually take a more OOP approach to things.

For example:

You have a terain server that takes care of all the terrain and GPS 
(location of all objects and toons) for the entire world. Then you can a 
colision detection server that takes care of ... well collision of 
objects and people and combat, an economy server that takes care of 
crafting, money and personal items, etc.

Now is a model like that workable or am I just crazy? ;-)

Have Fun,
Darren

-- 
If one is to assume an Infinite Universe, one must also assume an Infinite 
number of Possibilities.




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