<div dir="ltr">Colin,<br><br>Game development is pressing the outer limits of computer science to build real examples of distributed and virtualized systems. Erlang is a definite language candidate for game cores. Problems inside the data centers as well as outside need some new approaches. Let me point you in the direction of some books that offer articles some which cover your interests. <br>
<br>from Charles River Media<br>"Game Programming Gems 4, 5, 6, 7" and...<br>"Massively Multiplayer Game Development 1, 2"<br><br>The early titles may be available in a library near to you.<br><br>Both of these books have articles about issues of distributed architecture and networking. I recall articles about time coordination, distributed game world abstraction and synchronization, and an example of a simple distributed hash tables.<br>
<br><div class="gmail_quote">2008/7/15 Colin Z <<a href="mailto:theczintheroc2007@gmail.com">theczintheroc2007@gmail.com</a>>:<br><blockquote class="gmail_quote" style="border-left: 1px solid rgb(204, 204, 204); margin: 0pt 0pt 0pt 0.8ex; padding-left: 1ex;">
<div dir="ltr">Just looking for some input from people that may have worked on really big, scaled out applications in the past.<br><br>The project is a stereotypical wanna-be game/MMO server.<br><br>I've got a decent prototype working on a single box, but now I'm starting to put thought into distribution, scalability, etc.<br>
<br>In particular I'm wondering how big scaled out applications handle their tons of user connections. Is it typical for applications like this to have their clients connected to a single box/node whose job is just to read data off the socket, decode it, and forward data/messages/commands/whatever to other boxes that handle specific things like logging in, hosting "shards" of the game, etc?<br>
<br>Or is there some other technique that's commonly used?<br><br><br><br></div>
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