[sldev] AWG - Scope (Future SL Architecture versus Multiworld Interoperability)

Matthew Dowd matthew.dowd at hotmail.co.uk
Fri Oct 26 10:49:22 PDT 2007


> From: secret.argent at gmail.com> Subject: Re: [sldev] AWG - Scope (Future SL Architecture versus Multiworld Interoperability)> Date: Fri, 26 Oct 2007 12:10:57 -0500> To: sldev at lists.secondlife.com> > On 26-Oct-2007, at 11:00, Matthew Dowd wrote:> > the current simulator code is basically monolithic, it assumes it > > is all running on the same physical machine. There are however a > > number of different processes/engines running within that simulator > > code. At a first pass of granularity, we have for instance a script > > engine, a physics engine and an engine controlling physical > > location of prims and avatars.> > I think the latency would make this unworkable.
 
Yes - there are issues around this. Latency is one, although this may not be a so much an issue if the components are on machines within the same physical LAN. The particular partitioning may not be appropriate - another way might be that the ground area controlled by a sim varies with the load - a quiet 65536sqm region may be looked after by 1 simulator but as it gets busier it may end up being controlled by 4 simulators each looking after a 16384sqm quadrant etc. (this of course assumes much smoother transfer between sims and better intercommunication between sim at the boundaries) etc.
 
However, the point I wanted to make was not so much that these approaches would work in practice (there are a lot of issues/discussions to be had) - just that this sort of discussion should be in scope for any discussion about future scalable architectures for SL, even though they aren't really addressing isssues around opening up the SL grid to third party sims nor inter-VW interop.
 
Matthew
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