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<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>Mon, 19 Feb 2001 15:46:01 -0300</I>
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<PRE>On Mon, 19 Feb 2001 17:33:33 +0100
Vincent Archer <<A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>> wrote:
><i> According to Glaze:
</I>><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>><i>
</I>><i> Hmm, I realise I've explained what is dynamic load balancing, but I
</I>><i> haven't answered this question.
</I>><i>
</I>><i> Let's hope we have a good discussion on this :)
</I>><i>
</I>><i> If you look at some of the basics in the... ok in the future design
</I>><i> documents, you see we're working with a kind of ORB approach, with
</I>><i> a naming service, which lets you discuss with specific services.
</I>><i>
</I>
You will use standard CORBA?, wich orb?
><i> We're aiming for a functional approach, not the classic EQ/UO/AC
</I>><i> geographical approach. In that classic model, each processus is a
</I>><i> complete copy of the code. It contains everything, from spell effects
</I>><i> to pathfinding to combat code. Each process serves a specific "area",
</I>><i> which is defined by an X/Y/Z box (or, for EQ, a zone ID number, since
</I>><i> each area is strictly separate).
</I>><i>
</I>><i> We're not going to use this approach. Chiefly because static allocation
</I>><i> fails when you put too many objects in the same area (be it because a
</I>><i> guild has decided to hold a meeting of all its 350 members there, or
</I>><i> because we want to have an event with an army of 100 mobs spawning).
</I>><i> And, as I explained somewhere else, dynamic allocation means:
</I>><i> 1) A complete lack of control on what process is doing what, and
</I>><i> 2) A need for a very fast way of finding who is near you and under
</I>><i> which process control
</I>><i>
</I>><i> What we're aiming for is a functional approach. That is, each service
</I>><i> provides specific functions. For example, all items in the game are
</I>><i> handled by a single service. Combat runs on a separate service.
</I>><i> And so on.
</I>><i>
</I>
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> I'll let you imagine how this works, and then will further explain as
</I>><i> you try to shoot holes into that design. :)
</I>><i>
</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.
----------------------------------------------------------
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