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+ <H1>[Nel] Dynamic load balancing?</H1>
+ <B>Nahuel Greco</B>
+ <A HREF="mailto:ngreco%40softhome.net"
+ TITLE="[Nel] Dynamic load balancing?">ngreco@softhome.net</A><BR>
+ <I>Tue, 20 Feb 2001 11:19:04 -0300</I>
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+<PRE>On Tue, 20 Feb 2001 14:35:01 +0100
+Vincent Archer &lt;<A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>&gt; wrote:
+
+&gt;<i> I don't have the exact split, which is deeply tied into game design,
+</I>&gt;<i> but you'll have chiefly:
+</I>&gt;<i> - access services (who translate between client protocol and service
+</I>&gt;<i> requests)
+</I>&gt;<i> - PC manager services
+</I>&gt;<i> - combat services
+</I>
+I must switch to combat mode in the game?, i mean, when i combat, the scenary
+and the gameplay changes, like in the PSX rpg games?
+
+&gt;<i> - item services
+</I>&gt;<i> - databaser service (only one)
+</I>&gt;<i> - pathfinding services
+</I>&gt;<i> - bots service (AI)
+</I>&gt;<i> - magic services (maybe, I'm not 100% sure if these aren't managed by the
+</I>&gt;<i> other services as exceptions to their rules)
+</I>&gt;<i>
+</I>
+If the bots service want to pathfind to some location, they must ask to the
+pathfinding service?, and the pathfinding service must ask to the &quot;state
+tracking&quot; ?, suposse that i have a bot script, running in the bot service,
+in some routine i must see if i can walk to some location, on the nort, on the
+ south, etc, to decide later where i will walk.. then.. each bot script
+get_is_reachable() function will trigger a query to another service, and must
+wait the response of that service to continue the code execution.
+
+for thousands of scripts, that will be too slow, without thinking in the
+&quot;wait, is your query is in the queque&quot; issue.
+
+
+and btw, what scripting language do you plan to use for the code that will
+execute in thousand of instances..?
+
+
+
+&gt;<i> then some geographic-based services
+</I>&gt;<i>
+</I>&gt;<i> - ecology managers
+</I>
+That will instantiate, for example.. more gold to keep the economy ok ?
+
+
+&gt;<i> - state tracking (the true geography service. That one knows where mobs,
+</I>&gt;<i> ground items, and PC are relative to each other... but that's about
+</I>&gt;<i> all it does)
+</I>&gt;<i>
+</I>&gt;<i> and a few others, I think, who are related to higher-level game dynamics.
+</I>&gt;<i>
+</I>&gt;<i> I might be off, there's still questions on which service handle which
+</I>&gt;<i> agent for some cases.
+</I>&gt;<i>
+</I>&gt;<i> &gt; How do you plan to send the map to the user, i mean, if you divide the game
+</I>&gt;<i> &gt; in areas, you can say the client to download the map for an area before
+</I>&gt;<i> &gt; enter, but if you dont use the area-divided approach, then, you must send
+</I>&gt;<i> &gt; the sorrounding terraing at each step that the client do?
+</I>&gt;<i>
+</I>&gt;<i> We use a 'mainly static terrain' approach. I.E. the client already has the
+</I>&gt;<i> various maps parts on-line. We only send gross modifications (i.e. replace
+</I>&gt;<i> this map part with that pre-patched one, so the rope bridge across the chasm
+</I>&gt;<i> is no longer there) and local items information (some trees have grown
+</I>&gt;<i> while you were away).
+</I>&gt;<i>
+</I>&gt;<i> Sending the map on the fly requires substantial sacrifices in term of map
+</I>&gt;<i> complexity (see Asheron's Call for a good example for this).
+</I>&gt;<i>
+</I>&gt;<i> &gt; There is no risks of overloading the internal network / get out of sync?
+</I>&gt;<i>
+</I>&gt;<i> The functional approach is made by looking at the communication between
+</I>&gt;<i> agents, and putting all agents that discuss with each other the most in
+</I>&gt;<i> the same services, to avoid network load. Note that agents do *not*
+</I>&gt;<i> migrate across the network, ever (i.e. a PC full state is always managed
+</I>&gt;<i> by a specific PC service, regardless of what the PC does or where he
+</I>&gt;<i> moves).
+</I>&gt;<i>
+</I>&gt;<i> --
+</I>&gt;<i> Vincent Archer Email: <A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>
+</I>&gt;<i>
+</I>&gt;<i> Nevrax France. Off on the yellow brick road we go!
+</I>&gt;<i> _______________________________________________
+</I>&gt;<i> Nel mailing list
+</I>&gt;<i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A>
+</I>&gt;<i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A>
+</I>&gt;<i>
+</I>
+
+----------------------------------------------------------
+Nahuel Greco Web Development - Open Source
+<A HREF="http://www.codelarvs.com.ar">http://www.codelarvs.com.ar</A> Game Programming - Research
+Freelance coding / sysadmin Networking. The answer is 42.
+----------------------------------------------------------
+
+</pre>
+
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