nel-all
[Top][All Lists]
Advanced

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]

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...

-- 
address@hidden
"Le temps ne fait rien à l'affaire, quand on est con, on-est-con !"
-- Georges Brassens


reply via email to

[Prev in Thread] Current Thread [Next in Thread]