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Re: [Nel] Data Ownership
From: |
Thomas RIBO |
Subject: |
Re: [Nel] Data Ownership |
Date: |
Mon, 18 Feb 2002 20:06:09 +0100 |
Le Mercredi 13 Février 2002 01:22, John Hayes a écrit :
> What kind of information do you think would be suitable for each type
> of server in the context of a game?
Terrain data is in my opinion static. It could be distributed on
geographical servers--in the sense of: one server manages one (or more)
parts of the world-- or copied on all servers, or stay on a dedicated
server. The players positions (and players objects in a whole) are
typically dynamic data and we should consider that players should not
meet all others at a given time. So, now, there are many maners to
manage these players: the one you described, am I wrong? (I think I'm
not able to go more forward, unfortunately :-( )
> I would consider the data to be classified as asymmetric (or possibly
> parallel?), synchronous, and static (data that does not change during
> the runtime).
Are you opposing asymetric and synchronous? So that we can recall
synchronous "symetric" or asymetric "asynchronous"? I'm not sure to
understand...
--
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"Le temps ne fait rien à l'affaire, quand on est con, on-est-con !"
-- Georges Brassens