[gameprogrammer] Re: FPS with distributed servers

  • From: Carlos Lopez <charlie.lobo@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sat, 5 Mar 2005 07:50:51 -0600

Yes but the servers could be connected with 100mbps LAN, connection
speed would not be a problem. Still the problem is that with the
information spread across many servers there would be issues with
uniformity: eg. if the collision server is laggin you could fall
through a terrain a few meters more before actually stopping, or if
you fall correctly but the damage server lags and you suffer all the
damage of your fall 3 min later (in middle of a fight). WoW had (maybe
they still do but I dunno) a similiar approach to items, it becomes
extremely annoying that you can't pick up the items and you get them
mid somewhere else.
Instead I think that there should be different IO servers for
different real locations (US, UK, Canada, Mexico, etc.) that simply
recieve that data of player actions and see if they are legal. Then it
just sends all the commands, compressed into a package, through LAN
preferably, but normal internet broadband would work too (though
slower), into a server that processes the world, this server can be
divided into as many areas per server that you want, and as many
functions per server thant you want, after it is all processed the
main world server send the information back to the IO server which
sends it to all the players.
This idea is nice because it breaks a few limits of player limitation
per server, you would only fill the IO servers, but the world server
could handle (if the conection between servers is parallel to the
connection between players and servers) as many players as the IO
servers could send as long as they it is given enought processing
power, again dividing the areas into more servers would help, and
since everything is connected through LAN (hopefully possible) going
at 100mbps (dunno if it is slower or faster nowadays, I believe in the
latter) should make it quite fast and fluid.


On Sat, 05 Mar 2005 13:10:17 +0000, Nick Howes <csucew@xxxxxxxxxxxxxxxxx> wrote:
> Lists wrote:
> 
> >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.
> >>
> >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.
> >
> >
> I would imagine that would create a massive amount of inter-server
> communication, as all these things are related. This would probably end
> up being really slow. Can you think of any advantage to a server model
> like this? OOP is a good idea but you can do that within one server,
> where they can communicate on the same computer which is obviously far
> faster. The WoW system doesn't need much communication between servers
> as it just needs to send a small amount of data whenever a player moves
> from one continent to the other.
> 
> 
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