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Game Development

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Originally published in Queue vol. 6, no. 7
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Comments

(newest first)

Jim Waldo | Fri, 24 Apr 2009 20:17:40 UTC

Well, things have progressed considerably in the past year. We have run literally thousands of clients on a single server. We are now working on getting things running on multiple servers (which means that it doesn't yet perform well on multiple servers). But a lot depends on how independent the various tasks that are produced actually are-- the more contention in the game logic, the more linear the execution and the less performance Darkstar gives.

But you might be surprised if you try again...


mike | Thu, 22 Jan 2009 23:35:32 UTC

Ok


Raoul Duke | Tue, 20 Jan 2009 21:54:09 UTC

Last I heard (a year ago), demos of even simple things in Darkstar were less than performant, if you will. I haven't researched it since then, although I do see some showcased systems on the Darkstar web page.

It is all nice sounding in theory. What is the current practice? I am not trying to ask this in a mean way -- personally I value anybody who is actually applying real thought to making virtual world systems suck less, and so do hope that Darkstar can show off a new way forward.


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