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[MUD-Dev] Re: Multi-Server games
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
- Thread context:
- [MUD-Dev] Re: Multi-Server games, (continued)
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