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26847: Re: [MUD-Dev] MMORPG/MMOG Server design
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From: J C Lawrence <claw@kanga.nu>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 20 Feb 2003 02:12:41 -0800
References: [1] [2] <-newest
Organization: Kanga.Nu
On 19 Feb 2003 09:24:56 -0500
Edward Glowacki <glowack2@msu.edu> wrote:
> - A good multi-processor server can be much more expensive than a
> few smaller servers.
For x86 the sweet spot is 2-way SMP. 4-way is far more than twice again
as expensive (and has a very small vendor list). 2-way is commodity
off-the-shelf hardware.
> It seems like this setup might result in fairly heavy communications
> overhead between servers as they all try to stay in sync with each
> other, plus your game state database will get hammered constantly as
> all the other nodes try to talk to it.
Yeah, the temptation there is to fragment and virtualise your backing
store so that stored data can be proximate to the processes acting on
it, and processes can be local to the backing store they are
processing... Its a bitch to tune well, but it can be done.
--
J C Lawrence
---------(*) Satan, oscillate my metallic sonatas.
claw@kanga.nu He lived as a devil, eh?
http://www.kanga.nu/~claw/ Evil is a name of a foeman, as I live.
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