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6038: [MUD-Dev] Re: Multi-Server games

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From: Vadim Tkachenko <vt@freehold.crocodile.org>
Newsgroups: nu.kanga.list.mud-dev
Date: Mon, 29 Jun 1998 23:44:59 -0500
References: [1] [2] [3] [4] <-newest
Organization: Kanga.Nu
MH wrote:
> 
> Just keep the player/object on the original server until the new server
> verifies that it has taken possession of the player/object.  Something
> along the lines of:
> 
> The international highway:
> 
> You see a signpost here, marking where Bubbaland leaves off and
> Boffoworld begins.

Maybe a silly question, but I haven't found the reasonable solution yet:

OK, you have the multiple servers and distributed world now, but where
do you connect to next time, after you've crossed the world borders?

There are at least two possible answers:

- Keep the entry point the same and just route the requests to the
remote world, thus increasing overhead
- Change the entry point, complicating the client (which may not allow
it at all, like applet)

Any comments?

> Michael Hohensee       michael@mainstream.net

--
Still alive and smile stays on,
Vadim Tkachenko <vt@freehold.crocodile.org>
--
UNIX _is_ user friendly, he's just very picky about who his friends are