>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. > > > Well, from what I understand, most of the time you are working with Server clusters anyway, so I don't think you would have any more inter server communication that in the other model. The main server advantage I was thinking of would be that you don't have any server boundries. And if you balanced the load properly I think you would see less lag as well. The reason I say this is that there would never be a server were everyone was on that was trying to do everything while your the other servers sit mosetly unused. Anyone remember Star Wars: Galaxies? They used the WoW version and every time I would go into a city that was actually bustling with players lag would get horendus. Then there was all the server boundry bugs, pets stop following you, various city problems. Seems to me that if you separate the world in a different way, you could relieve most of those problems. And with the Gigabit routers being very affordable, relatively speaking, these days, I'm thinking the inter-server comunication wouldn't be a problem. Hmmm.... May have to play around with this, see if i can get something up and running as a proof of concept. ;-) Have Fun, Darren -- If one is to assume an Infinite Universe, one must also assume an Infinite number of Possibilities. --------------------- To unsubscribe go to http://gameprogrammer.com/mailinglist.html