[erlang-questions] Big distributed project architecture
john s wolter
Tue Jul 15 23:29:12 CEST 2008
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.
from Charles River Media
"Game Programming Gems 4, 5, 6, 7" and...
"Massively Multiplayer Game Development 1, 2"
The early titles may be available in a library near to you.
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.
2008/7/15 Colin Z <theczintheroc2007@REDACTED>:
> Just looking for some input from people that may have worked on really big,
> scaled out applications in the past.
> The project is a stereotypical wanna-be game/MMO server.
> I've got a decent prototype working on a single box, but now I'm starting
> to put thought into distribution, scalability, etc.
> 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?
> Or is there some other technique that's commonly used?
> erlang-questions mailing list
John S. Wolter President
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