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19981: Re: [MUD-Dev] Libs for 3D Client/Servers
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From: "Adam Martin" <amsm2@cam.ac.uk>
Newsgroups: nu.kanga.list.mud-dev
Date: Thu, 12 Jul 2001 16:49:35 +0100
References: [1] [2] [3] [4] [5] [6] <-newest
Organization: Kanga.Nu
----- Original Message -----
From: "Vincent Archer" <archer@frmug.org>
> If you go to the current top-of-the-line hardware, which would be
> a quadri-processor Ghz board (with oodles of the ram pouring thru
> the backpanel of the rack, too :) ), you could probably run a
> good-sized world on a single box.
...could you please quantify "a good-sized world" ? :).
<provocative comment> As I see it, obviously the most intensive
function of the server is handling all those simultaneous
connections - you have to have your protocol stack for each, and be
doing lots of context-switching from one player to the next
</provocative comment>
Hence number of simultaneous players online? I know this is all
finger-in-air stuff, but it would be helpful to be sharing the same
understanding of "good-sized".
Or, harking back to attempts to establish common vocabularies, does
anyone have better suggestions for how to quantify how much of a
game can be run on a given lump of hardware?
Adam M
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