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diff --git a/pipermail/nel/2001-February/000232.html b/pipermail/nel/2001-February/000232.html new file mode 100644 index 00000000..b22b7064 --- /dev/null +++ b/pipermail/nel/2001-February/000232.html @@ -0,0 +1,137 @@ +<!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:ngreco%40softhome.net"> + <LINK REL="Previous" HREF="000231.html"> + <LINK REL="Next" HREF="000217.html"> + </HEAD> + <BODY BGCOLOR="#ffffff"> + <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> + <P><UL> + <LI> Previous message: <A HREF="000231.html">[Nel] Dynamic load balancing?</A></li> + <LI> Next message: <A HREF="000217.html">[Nel] Dynamic load balancing?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#232">[ date ]</a> + <a href="thread.html#232">[ thread ]</a> + <a href="subject.html#232">[ subject ]</a> + <a href="author.html#232">[ author ]</a> + </LI> + </UL> + <HR> +<!--beginarticle--> +<PRE>On Tue, 20 Feb 2001 14:35:01 +0100 +Vincent Archer <<A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>> wrote: + +><i> I don't have the exact split, which is deeply tied into game design, +</I>><i> but you'll have chiefly: +</I>><i> - access services (who translate between client protocol and service +</I>><i> requests) +</I>><i> - PC manager services +</I>><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? + +><i> - item services +</I>><i> - databaser service (only one) +</I>><i> - pathfinding services +</I>><i> - bots service (AI) +</I>><i> - magic services (maybe, I'm not 100% sure if these aren't managed by the +</I>><i> other services as exceptions to their rules) +</I>><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 "state +tracking" ?, 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 +"wait, is your query is in the queque" issue. + + +and btw, what scripting language do you plan to use for the code that will +execute in thousand of instances..? + + + +><i> then some geographic-based services +</I>><i> +</I>><i> - ecology managers +</I> +That will instantiate, for example.. more gold to keep the economy ok ? + + +><i> - state tracking (the true geography service. That one knows where mobs, +</I>><i> ground items, and PC are relative to each other... but that's about +</I>><i> all it does) +</I>><i> +</I>><i> and a few others, I think, who are related to higher-level game dynamics. +</I>><i> +</I>><i> I might be off, there's still questions on which service handle which +</I>><i> agent for some cases. +</I>><i> +</I>><i> > How do you plan to send the map to the user, i mean, if you divide the game +</I>><i> > in areas, you can say the client to download the map for an area before +</I>><i> > enter, but if you dont use the area-divided approach, then, you must send +</I>><i> > the sorrounding terraing at each step that the client do? +</I>><i> +</I>><i> We use a 'mainly static terrain' approach. I.E. the client already has the +</I>><i> various maps parts on-line. We only send gross modifications (i.e. replace +</I>><i> this map part with that pre-patched one, so the rope bridge across the chasm +</I>><i> is no longer there) and local items information (some trees have grown +</I>><i> while you were away). +</I>><i> +</I>><i> Sending the map on the fly requires substantial sacrifices in term of map +</I>><i> complexity (see Asheron's Call for a good example for this). +</I>><i> +</I>><i> > There is no risks of overloading the internal network / get out of sync? +</I>><i> +</I>><i> The functional approach is made by looking at the communication between +</I>><i> agents, and putting all agents that discuss with each other the most in +</I>><i> the same services, to avoid network load. Note that agents do *not* +</I>><i> migrate across the network, ever (i.e. a PC full state is always managed +</I>><i> by a specific PC service, regardless of what the PC does or where he +</I>><i> moves). +</I>><i> +</I>><i> -- +</I>><i> Vincent Archer Email: <A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A> +</I>><i> +</I>><i> Nevrax France. Off on the yellow brick road we go! +</I>><i> _______________________________________________ +</I>><i> Nel mailing list +</I>><i> <A HREF="mailto:Nel@nevrax.org">Nel@nevrax.org</A> +</I>><i> <A HREF="http://www.nevrax.org/mailman/listinfo.cgi/nel">http://www.nevrax.org/mailman/listinfo.cgi/nel</A> +</I>><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> + +<!--endarticle--> + <HR> + <P><UL> + <!--threads--> + <LI> Previous message: <A HREF="000231.html">[Nel] Dynamic load balancing?</A></li> + <LI> Next message: <A HREF="000217.html">[Nel] Dynamic load balancing?</A></li> + <LI> <B>Messages sorted by:</B> + <a href="date.html#232">[ date ]</a> + <a href="thread.html#232">[ thread ]</a> + <a href="subject.html#232">[ subject ]</a> + <a href="author.html#232">[ author ]</a> + </LI> + </UL> +</body></html> |