[sldev] Scalable Sim Question

Spot spot at napalmriot.com
Tue Aug 12 20:45:19 PDT 2008


I have not read the rest of the thread yet, so this may have been 
brought up. However, BigWorld does something much like this with their 
MMO platform (IIRC). They use a honeycomb like griding technique which 
watches the load on each separate section, and then splits thats section 
when a threshold is met, handing the other side of the split to a new 
processor, and so on, until (in theory) it could get down to each avatar 
sitting on it's own processor (assuming it was burning up enough cycles 
to need it).

The interesting part is that they do this in real-time. It may happen in 
the middle of a group battle and the members never know that the 
responsibility for a few of them just got shifted to another shoulder.

Spot

Dahlia Trimble wrote:
> Something vaguely similar to this has been demonstrated by the 
> libopenmv team. They used bots to echo the performance of musicians in 
> another sim so a wider audience could see the show. John Hurliman has 
> a video of this on his blog at 
> http://www.jhurliman.org/index.php/2006/long-range-in-second-life-or-cleverly-disguised-robots/  
> The SL Shakespeare Company has also conducted research along these lines.
>
> OpenSim has an experimental feature where a region that becomes highly 
> loaded can be split into multiple smaller regions and each segment can 
> then be processed on a seperate CPU core, but I'm not certain how 
> complete the implementation is yet.
>
>
> On Fri, Aug 8, 2008 at 12:14 PM, Steven Hornik <shornik at yahoo.com 
> <mailto: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?
>
>     Thanks,
>     Steven
>      
>     ________________________
>     Dr. Steven Hornik
>     University of Central Florida
>     Dixon School of Accounting
>     407-823-5739
>     Second Life: Robins Hermano
>     http://mydebitcredit.com
>     yahoo ID: shornik
>     twitter: shornik
>
>
>
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