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diff --git a/pipermail/nel/2001-February/000213.html b/pipermail/nel/2001-February/000213.html new file mode 100644 index 00000000..9fd303b8 --- /dev/null +++ b/pipermail/nel/2001-February/000213.html @@ -0,0 +1,94 @@ +<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> +<HTML> + <HEAD> + <TITLE> [Nel] Dynamic load balancing?</TITLE> + <LINK REL="Index" HREF="index.html" > + <LINK REL="made" HREF="mailto:archer%40nevrax.com"> + <LINK REL="Previous" HREF="000212.html"> + <LINK REL="Next" HREF="000216.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <H1>[Nel] Dynamic load balancing?</H1> + <B>Vincent Archer</B> + <A HREF="mailto:archer%40nevrax.com" + TITLE="[Nel] Dynamic load balancing?">archer@nevrax.com</A><BR> + <I>Mon, 19 Feb 2001 17:33:33 +0100</I> + <P><UL> + <LI> Previous message: <A HREF="000212.html">[Nel] Dynamic load balancing?</A></li> + <LI> Next message: <A HREF="000216.html">[Nel] Dynamic load balancing?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#213">[ date ]</a> + <a href="thread.html#213">[ thread ]</a> + <a href="subject.html#213">[ subject ]</a> + <a href="author.html#213">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>According to Glaze: +><i> Hello, +</I>><i> +</I>><i> I have one "small" question and I hope this is the right place to ask it. I +</I>><i> was just wonder how (or if) you will solve the question of how to balance +</I>><i> the workload on the game servers, will you use some kind of dynamic load +</I>><i> balancing or have you opted for another approach. +</I> +Hmm, I realise I've explained what is dynamic load balancing, but I +haven't answered this question. + +Let's hope we have a good discussion on this :) + +If you look at some of the basics in the... ok in the future design +documents, you see we're working with a kind of ORB approach, with +a naming service, which lets you discuss with specific services. + +We're aiming for a functional approach, not the classic EQ/UO/AC +geographical approach. In that classic model, each processus is a +complete copy of the code. It contains everything, from spell effects +to pathfinding to combat code. Each process serves a specific "area", +which is defined by an X/Y/Z box (or, for EQ, a zone ID number, since +each area is strictly separate). + +We're not going to use this approach. Chiefly because static allocation +fails when you put too many objects in the same area (be it because a +guild has decided to hold a meeting of all its 350 members there, or +because we want to have an event with an army of 100 mobs spawning). +And, as I explained somewhere else, dynamic allocation means: +1) A complete lack of control on what process is doing what, and +2) A need for a very fast way of finding who is near you and under + which process control + +What we're aiming for is a functional approach. That is, each service +provides specific functions. For example, all items in the game are +handled by a single service. Combat runs on a separate service. +And so on. + +I'll let you imagine how this works, and then will further explain as +you try to shoot holes into that design. :) + +-- +Vincent Archer Email: <A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A> + +Nevrax France. Off on the yellow brick road we go! + +</pre> + + + + + + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000212.html">[Nel] Dynamic load balancing?</A></li> + <LI> Next message: <A HREF="000216.html">[Nel] Dynamic load balancing?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#213">[ date ]</a> + <a href="thread.html#213">[ thread ]</a> + <a href="subject.html#213">[ subject ]</a> + <a href="author.html#213">[ author ]</a> + </LI> + </UL> +</body></html> |