[gameprogrammer] Re: FPS with distributed servers

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: gameprogrammer@xxxxxxxxxxxxx
  • Date: Sat, 5 Mar 2005 10:20:44 -0800

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

i suspect they have something like that cause every now and then the
game will be running fine but the auction house and mailbox will lag
like a mofo, so could be thats all on a diff server, or atleast a diff
thread/process/whatever ::shrug::


On Sat, 05 Mar 2005 10:14:09 -0800, Infinite Possibilities
<List@xxxxxxxxxxxxxxxxxxx> wrote:
> 
> >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.
> 
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