[sldev] Scalable Sim Question
zha.ewry at gmail.com
Fri Aug 8 15:58:57 PDT 2008
This is classic sharding. Take a look at how all the MMOGs work. The
problem, of course
is if the 59 people you end up sitting with don't include some of the
people you want to interact with.
Sharding is managable in gaming, as long as all your friends share
your shard. Its much less useful for
a peer to peer social space, where the desire is to interact with the
full set of people in the space.
You can put a speaker,or a performer into a set of shared (so they
share the performance) but that only helps a little bit.
On Fri, Aug 8, 2008 at 3:14 PM, Steven Hornik <shornik at yahoo.com> wrote:
> I want to preface that I'm not a developer but lurk on this list to see
> what's happening. I'm sure this isn't the best place to post this question
> but thought some here might be able to provide an answer or at least a
> pointer in the right direction.
> Here is the dilemma: finite limit to how many avatars can be on one sim.
> Solution (well I don't know if this can be done and that's why I'm asking
> here): Mirrored sims, a bit of explanation, please ignore my use of
> incorrect terminology. Let's say I have an island with objects, scripts
> etc. That sim can "hold" roughly 60 AV's, what if I had 500 AV's that
> needed to access that sim. What is to prevent SL from using a mirror image
> of one server that holds my island/objects/scripts and scaling it (as
> needed) depending on how many av's were trying to access that one location.
> So I might be on the sim and interacting with 59 other AV's. When someone
> else tries to access the sim, instead of a sim full message they would be
> sent to a mirrored sim - objects/scripts would be the same and you would be
> with a different set of 59 AV's, and so on.
> Is this pie-in-the-sky?
> Dr. Steven Hornik
> University of Central Florida
> Dixon School of Accounting
> Second Life: Robins Hermano
> yahoo ID: shornik
> twitter: shornik
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