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19501: RE: [MUD-Dev] [Tech] MUDs, MORPGs, and Object Persistence

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From: Bryce Harrington <bryce@neptune.net>
Newsgroups: nu.kanga.list.mud-dev
Date: Sat, 12 May 2001 13:28:50 -0700 (PDT)
References: [1]
Organization: Kanga.Nu
On Sat, 12 May 2001, Derek Licciardi wrote:

> ps IMHO, I think it is time that MUD servers began to become
> Enterprise level in quality and design.  I think one could design a
> large stable, scalable solution using some of todays business
> technology.  RDBMSs and TP Moniotrs come to mind real fast.
> Clustering technology, and server farming also come to mind.  All of
> this requires much better design than what is currently out there
> today, with possibly the exceptions being the large commercial
> graphical MORPGs.(I assume they already have some of this)

Would people be able to afford the hardware required to run such high
end technology?  I mean, obviously large graphical commercial efforts
like EverQuest can afford it, but what of commercial MUD folks?  Is
there enough $$ to justify purchase of a five-figure rack-mounted
system?

-----------------------------------------------------------------------
Bryce Harrington     bryce @ neptune.net    bryceharrington @ yahoo.com

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