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/000216.html | 117 ++++++++++++++++++++++++++++++++ 1 file changed, 117 insertions(+) create mode 100644 pipermail/nel/2001-February/000216.html (limited to 'pipermail/nel/2001-February/000216.html') diff --git a/pipermail/nel/2001-February/000216.html b/pipermail/nel/2001-February/000216.html new file mode 100644 index 00000000..600cfbfc --- /dev/null +++ b/pipermail/nel/2001-February/000216.html @@ -0,0 +1,117 @@ + + + + [Nel] Dynamic load balancing? + + + + + + +

[Nel] Dynamic load balancing?

+ Nahuel Greco + ngreco@softhome.net
+ Mon, 19 Feb 2001 15:46:01 -0300 +

+
+ +
On Mon, 19 Feb 2001 17:33:33 +0100
+Vincent Archer <archer@nevrax.com> wrote:
+
+> 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.
+> 
+
+You will use standard CORBA?, wich orb?
+
+
+> 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.
+> 
+
+What are the "functional" parts that you will be planning? 
+
+
+How do you plan to send the map to the user, i mean, if you divide the game
+in areas, you can say the client to download the map for an area before
+enter, but if you dont use the area-divided approach, then, you must send
+the sorrounding terraing at each step that the client do?
+
+
+There is no risks of overloading the internal network / get out of sync?
+
+
+> I'll let you imagine how this works, and then will further explain as
+> you try to shoot holes into that design. :)
+> 
+>
+
+
+----------------------------------------------------------
+Nahuel Greco                 Web Development - Open Source
+http://www.codelarvs.com.ar  Game Programming - Research
+Freelance coding / sysadmin  Networking. The answer is 42.
+----------------------------------------------------------
+
+
+ + + + + + +
+

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