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<H1>[MUD-Dev] Re: Multi-Server games</H1>
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<LI><em>To</em>: "'<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>'" &lt;<A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A>&gt;</LI>
<LI><em>Subject</em>: [MUD-Dev] Re: Multi-Server games</LI>
<LI><em>From</em>: "Koster, Raph" &lt;<A HREF="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</A>&gt;</LI>
<LI><em>Date</em>: Wed, 1 Jul 1998 19:37:30 -0500 </LI>
<LI><em>Reply-To</em>: <A HREF="mailto:mud-dev#kanga,nu">mud-dev#kanga,nu</A></LI>
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<PRE>


&gt; -----Original Message-----
&gt; From:	Vadim Tkachenko [SMTP:vt#freehold,crocodile.org]
&gt; Sent:	Wednesday, July 01, 1998 7:24 PM
&gt; To:	mud-dev#kanga,nu
&gt; Subject:	[MUD-Dev] Re: Multi-Server games
&gt; 
&gt; 
&gt; I see the situation with multiple servers as for the commercial
&gt; enterprise only, so the case you've just described shouldn't be a
&gt; problem.
&gt; 
More cute figures from the IEEE conference:

UO runs multiple servers on dual-processor Sparcs, some servers running
portions of the map, others handling player connections, and a central
brain server that juggles the movement of connections from one to the
other. We use 100 megabit Ethernet between them, and had experimented
with ATM but it wasn't robust enough at the time we were trying it.
We're currently running 9 sets worth of these. There's also "login
servers" that handle connecting and account verification, that hand you
off to one of the above, and the patch servers.

If any of the above are inaccurate, I apologize--I am not in that part
of development at all, being a lightweight technical guy in final
analysis, and I am citing from memory.

-Raph


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<ul><li>Thread context:
<BLOCKQUOTE><UL>
<LI><strong><A NAME="00036" HREF="msg00036.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Thu 02 Jul 1998, 20:10 GMT
<UL>
<LI><strong><A NAME="00279" HREF="msg00279.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Tue 21 Jul 1998, 18:15 GMT
<UL>
<LI><strong><A NAME="00280" HREF="msg00280.html">[MUD-Dev] Re: darkness/visibility</A></strong>, 
Travis S. Casey <a href="mailto:efindel#io,com">efindel#io,com</a>, Tue 21 Jul 1998, 18:40 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
<LI><strong><A NAME="00026" HREF="msg00026.html">[MUD-Dev] Re: Multi-Server games</A></strong>, 
Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Thu 02 Jul 1998, 00:25 GMT
<UL>
<li>&lt;Possible follow-up(s)&gt;<br>
<LI><strong><A NAME="00028" HREF="msg00028.html">[MUD-Dev] Re: Multi-Server games</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 00:40 GMT
</LI>
</UL>
</LI>
<LI><strong><A NAME="00025" HREF="msg00025.html">[MUD-Dev] RE: Back to the Future (was Re: WIRED: Kilers havemore fun)</A></strong>, 
Koster, Raph <a href="mailto:rkoster#origin,ea.com">rkoster#origin,ea.com</a>, Thu 02 Jul 1998, 00:18 GMT
<LI><strong><A NAME="00023" HREF="msg00023.html">[MUD-Dev] Help Request On Creating MUD</A></strong>, 
Strahd Von ZAROVICH <a href="mailto:strahd#bimel,com.tr">strahd#bimel,com.tr</a>, Wed 01 Jul 1998, 23:46 GMT
<UL>
<LI><strong><A NAME="00024" HREF="msg00024.html">[MUD-Dev] Re: Help Request On Creating MUD</A></strong>, 
Jon Leonard <a href="mailto:jleonard#divcom,slimy.com">jleonard#divcom,slimy.com</a>, Thu 02 Jul 1998, 00:16 GMT
<UL>
<LI><strong><A NAME="00132" HREF="msg00132.html">[MUD-Dev] Re: Help Request On Creating MUD</A></strong>, 
J C Lawrence <a href="mailto:claw#under,engr.sgi.com">claw#under,engr.sgi.com</a>, Thu 09 Jul 1998, 23:24 GMT
</LI>
</UL>
</LI>
</UL>
</LI>
</UL></BLOCKQUOTE>

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