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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 &lt;<A HREF="mailto:archer@nevrax.com">archer@nevrax.com</A>&gt; wrote:

&gt;<i> According to Glaze:
</I>&gt;<i> &gt; Hello,
</I>&gt;<i> &gt; 
</I>&gt;<i> &gt; I have one &quot;small&quot; question and I hope this is the right place to ask it. I
</I>&gt;<i> &gt; was just wonder how (or if) you will solve the question of how to balance
</I>&gt;<i> &gt; the workload on the game servers, will you use some kind of dynamic load
</I>&gt;<i> &gt; balancing or have you opted for another approach.
</I>&gt;<i> 
</I>&gt;<i> Hmm, I realise I've explained what is dynamic load balancing, but I
</I>&gt;<i> haven't answered this question.
</I>&gt;<i> 
</I>&gt;<i> Let's hope we have a good discussion on this :)
</I>&gt;<i> 
</I>&gt;<i> If you look at some of the basics in the... ok in the future design
</I>&gt;<i> documents, you see we're working with a kind of ORB approach, with
</I>&gt;<i> a naming service, which lets you discuss with specific services.
</I>&gt;<i> 
</I>
You will use standard CORBA?, wich orb?


&gt;<i> We're aiming for a functional approach, not the classic EQ/UO/AC
</I>&gt;<i> geographical approach. In that classic model, each processus is a
</I>&gt;<i> complete copy of the code. It contains everything, from spell effects
</I>&gt;<i> to pathfinding to combat code. Each process serves a specific &quot;area&quot;,
</I>&gt;<i> which is defined by an X/Y/Z box (or, for EQ, a zone ID number, since
</I>&gt;<i> each area is strictly separate).
</I>&gt;<i> 
</I>&gt;<i> We're not going to use this approach. Chiefly because static allocation
</I>&gt;<i> fails when you put too many objects in the same area (be it because a
</I>&gt;<i> guild has decided to hold a meeting of all its 350 members there, or
</I>&gt;<i> because we want to have an event with an army of 100 mobs spawning).
</I>&gt;<i> And, as I explained somewhere else, dynamic allocation means:
</I>&gt;<i> 1) A complete lack of control on what process is doing what, and
</I>&gt;<i> 2) A need for a very fast way of finding who is near you and under
</I>&gt;<i>    which process control
</I>&gt;<i> 
</I>&gt;<i> What we're aiming for is a functional approach. That is, each service
</I>&gt;<i> provides specific functions. For example, all items in the game are
</I>&gt;<i> handled by a single service. Combat runs on a separate service.
</I>&gt;<i> And so on.
</I>&gt;<i> 
</I>
What are the &quot;functional&quot; 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?


&gt;<i> I'll let you imagine how this works, and then will further explain as
</I>&gt;<i> you try to shoot holes into that design. :)
</I>&gt;<i> 
</I>&gt;<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>





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