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/000232.html | 137 ++++++++++++++++++++++++++++++++ 1 file changed, 137 insertions(+) create mode 100644 pipermail/nel/2001-February/000232.html (limited to 'pipermail/nel/2001-February/000232.html') 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 @@ + + + + [Nel] Dynamic load balancing? + + + + + + +

[Nel] Dynamic load balancing?

+ Nahuel Greco + ngreco@softhome.net
+ Tue, 20 Feb 2001 11:19:04 -0300 +

+
+ +
On Tue, 20 Feb 2001 14:35:01 +0100
+Vincent Archer <archer@nevrax.com> wrote:
+
+> I don't have the exact split, which is deeply tied into game design,
+> but you'll have chiefly:
+> - access services (who translate between client protocol and service
+>   requests)
+> - PC manager services
+> - combat services
+
+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?
+
+> - item services
+> - databaser service (only one)
+> - pathfinding services
+> - bots service (AI)
+> - magic services (maybe, I'm not 100% sure if these aren't managed by the
+>   other services as exceptions to their rules)
+> 
+
+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..?
+
+
+
+> then some geographic-based services
+> 
+> - ecology managers
+
+That will instantiate, for example.. more gold to keep the economy ok ?
+
+
+> - state tracking (the true geography service. That one knows where mobs,
+>   ground items, and PC are relative to each other... but that's about
+>   all it does)
+> 
+> and a few others, I think, who are related to higher-level game dynamics.
+> 
+> I might be off, there's still questions on which service handle which
+> agent for some cases.
+> 
+> > 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?
+> 
+> We use a 'mainly static terrain' approach. I.E. the client already has the
+> various maps parts on-line. We only send gross modifications (i.e. replace
+> this map part with that pre-patched one, so the rope bridge across the chasm
+> is no longer there) and local items information (some trees have grown
+> while you were away).
+> 
+> Sending the map on the fly requires substantial sacrifices in term of map
+> complexity (see Asheron's Call for a good example for this).
+> 
+> > There is no risks of overloading the internal network / get out of sync?
+> 
+> The functional approach is made by looking at the communication between
+> agents, and putting all agents that discuss with each other the most in
+> the same services, to avoid network load. Note that agents do *not*
+> migrate across the network, ever (i.e. a PC full state is always managed
+> by a specific PC service, regardless of what the PC does or where he
+> moves).
+> 
+> -- 
+> Vincent Archer                                         Email: archer@nevrax.com
+> 
+> Nevrax France.                              Off on the yellow brick road we go!
+> _______________________________________________
+> Nel mailing list
+> Nel@nevrax.org
+> http://www.nevrax.org/mailman/listinfo.cgi/nel
+> 
+
+
+----------------------------------------------------------
+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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