Yeah, that's what's going through my head at the moment. It's a vast conglomeration of several ideas.
Ok, it's horrifically buzzword-compliant right now, and lot of it needs some serious thinking time that I don't have right now, but I think certainly the scripting language stuff will stay with me. Virtual machines and sandboxes help heavily with some of the trust issues in this sort of system....
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Edit: Title got clipped, so MMORPG is in as the acronym, not the words
- Firstly we have an idea that's been kicking around in my head since about 2nd year BSc (2 years and change ago). Namely, a way to do a distributed architecture for MMORPG's, getting around the max-player limits that many existing systems have. I'm talking about an architecture that's designed to scale up to Earth-sized worlds, if you've got enough servers. It was designed as a single organisation, with absolute trust between servers, or possibly mutual distrust between separate orgs, but I've got a few ideas inbetween those now
- *Someone* (can't for the life of me remember who) posted a link to Puzzlebox on *something* I read in the last 24 hours (rant re: shitty states of the gods on Tapestries?) I am considering designing a character for this, if I can get my creative bits in gear. Considering canniblising (literally, possibly) my Tapestries character, which admittedly was never fully fleshed out, as I never spent that much time there, just explored a bit at a few bored moments
- Then we have this article. The concept of a scripting language flexible enough to describe objects from all possible worlds works *very* well with my architecure, esp given a few ideas I'd had re: how to keep servers as up-to-date as necessary. Imagine a distributed MOO, and you're getting there. Add an "economy" of limiting object creation depending on the level of resources that you contribute to the world (aspects of P2P systems, things like Bittorrent's tit-for-tat system might help here)
Ok, it's horrifically buzzword-compliant right now, and lot of it needs some serious thinking time that I don't have right now, but I think certainly the scripting language stuff will stay with me. Virtual machines and sandboxes help heavily with some of the trust issues in this sort of system....
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Edit: Title got clipped, so MMORPG is in as the acronym, not the words
(no subject)
Re:
1) In my system, only *some* of the machines will be servers, and they're specifically designated as such. Average punters only have clients. So, ergo you can at least try and give them a bit more hardware/redundancy to reduce the crashing problems.
2) The algorithm for figuring out who's responsible for what part of the world at any one time is going to be dynamic based on where clients are, but also there will be some providing for backing up of world state, probably along the lines of backing up each world section state to another server every n seconds. Then, if the server responsible for a particular world section doesn't talk for more than n (same one) seconds, the backup announces the death to all of the clients that needed the new section. If the old server comes back, then next time it polls it's clients to check if they're still alive, it'll get told it's got voted out (NB: doesn't imply we trust the clients, as this information can be checked with the server that has voted us out), and so it can figure out what the new status quo is.
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