From 0ea5fc66924303d1bf73ba283a383e2aadee02f2 Mon Sep 17 00:00:00 2001 From: neodarz Date: Sat, 11 Aug 2018 20:21:34 +0200 Subject: Initial commit --- pipermail/nel/2001-February/000213.html | 94 +++++++++++++++++++++++++++++++++ 1 file changed, 94 insertions(+) create mode 100644 pipermail/nel/2001-February/000213.html (limited to 'pipermail/nel/2001-February/000213.html') 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 @@ + + + + [Nel] Dynamic load balancing? + + + + + + +

[Nel] Dynamic load balancing?

+ Vincent Archer + archer@nevrax.com
+ Mon, 19 Feb 2001 17:33:33 +0100 +

+
+ +
According to Glaze:
+> Hello,
+> 
+> I have one "small" question and I hope this is the right place to ask it. I
+> was just wonder how (or if) you will solve the question of how to balance
+> the workload on the game servers, will you use some kind of dynamic load
+> balancing or have you opted for another approach.
+
+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: archer@nevrax.com
+
+Nevrax France.                              Off on the yellow brick road we go!
+
+
+ + + + + + + +
+

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