...and don't forget that until you can expect 6months+ of uptime from
a backend, they are a non-starter for any kind of MMORPG.  Users
*hate* getting bounced from a game.  It's not just "oh I have to log
in again" - it's "oh I have to wander aimlessly through the maze to
find the freaking exit for fifteen minutes - AGAIN".  It may take 15
minutes just to get your party together in the same place, equipped
with all the right weapons, all the right spells active, etc...

Persistent world games are hard.

Jeff

On Wed, Dec 21, 2011 at 10:38 PM, Brandon Wirtz <[email protected]> wrote:
> You have to calculate the actions of all things in the shard.   If that is
> 100 players, 50 MOBs and 10 NPCs with Trade, Combat and Item creation, that
> is a LOT of CPU.
>
> If you shrink the shard, then you have less going on.
>
> In some games they do things like the user can only see so far so you have
> hexagons and each Hex is a "shard" and the user pings all the "shards" that
> it can see.
>
> Some games have Object lists and you get updates from all the objects (kind
> of like twitter, who am I subbed to at the moment)
>
> There are lots of ways to do this, and you have to weight CPU, bandwidth,
> Latency, and a number of factors.
>
>
> -----Original Message-----
> From: [email protected]
> [mailto:[email protected]] On Behalf Of Gerald Tan
> Sent: Wednesday, December 21, 2011 8:51 PM
> To: [email protected]
> Subject: Re: [google-appengine] Re: GAE for a web based MMORPG
>
> So, why wouldn't one backend = one shard work?
>
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