Shattered Kingdoms

Where Roleplay and Tactics Collide
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PostPosted: Sat Mar 03, 2007 2:23 pm 
Dulrik wrote:
Obviously what is available in general and what we are using are two different things. What we are running has not been state of the art for at least five years. Also you have to understand the differences between the basic MUD server code that was written twenty years ago and what a MMO uses today.


Is it possible to run the game on a clustered computing node with a head note to correlate processing between the corresponding nodes? I know it may not sound like much, but a 5 node (1 head node that possesses the ram and the data storage, 4 processors that run slave to the head node) would greatly speed the game up without too much cost. I doubt the mud grinds above 50% on the current server processor anyways, it's just the In-to-out gateway that gets clogged.


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PostPosted: Sat Mar 03, 2007 2:37 pm 
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Implementor

Joined: Wed Feb 27, 2002 4:00 pm
Posts: 8220
Location: Redwood City, California
No, because you are talking about an entirely new architecture for the game. Probably there is a free codebase out there that is written to do that, but in order for the game to stay "SK", I would have to spend a couple of years doing nothing but porting all our features.


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PostPosted: Sat Mar 03, 2007 2:43 pm 
Dulrik wrote:
No, because you are talking about an entirely new architecture for the game. Probably there is a free codebase out there that is written to do that, but in order for the game to stay "SK", I would have to spend a couple of years doing nothing but porting all our features.


Are you positive? I know that sounds rather silly to say, but I know the program IDL isn't a multithreading application and it is used by a lab in the university department I work for on a 61 node cluster to do data modeling, all processing is managed by the head node which acts as the i/o gateway for the application.


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PostPosted: Sat Mar 03, 2007 2:47 pm 
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Joined: Fri Oct 24, 2003 7:26 am
Posts: 1908
Location: Under my covers... sleeping
Zuwadza wrote:
I have heard a few people in this post say it - "I dont use my client for aliases" - but I am not sure as to the reasoning.

I can see the reasoning in regards someone who plays at work, at home, and on their laptop on the road - Although it is easy enough in zMud to copy your aliases from one computer to another, I am not sure about others - But what reasons do you have for not using your clients Aliases?


Because real men use PuTTY. :wink:

It would be nice to have more, but I understand if we can't.

sleeper


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PostPosted: Sun Mar 04, 2007 9:13 am 
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Joined: Wed Sep 08, 2004 12:28 pm
Posts: 709
Location: Nederland, CO
buxtehude_sorethumbe wrote:
I've heard that in the last decade, servers have gotten faster, and memory's cheaper. Any truth to the rumor?


Ok, that was a joke. I didn't mean to spark a conversation about server technology, clustering, multi-threaded architectures or anything else along those lines.

Peace,
Bux


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PostPosted: Sun Mar 04, 2007 10:15 am 
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Joined: Fri Mar 12, 2004 6:56 pm
Posts: 618
SK Character: Briner, Senach, Myson, others.
This is a prime example of the "Law of Unintended Consequences" :D


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