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by Arelius
5085 days ago
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I'd argue that the lack of "large-scale" MMO's is more due content production problems, and activity density (I don't care how good this grid database is, there is a density that will bottleneck it, at the very least, it will bottleneck the client's bandwidth pipes if nothing else.) Rather than huge technical limitations. MMO developers are pretty familiar with sharding these days. |
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There then instead of node ownership based on the space grid, you'd want to somehow have node ownership based on clustering/density.
So maybe constantly iterate a K-means clustering algorithm, where servers are cluster centers and every player/client in the cluster belongs to that server.
That would be my back of the envelope approach. It probably has lots of terrible flaws that I haven't thought of yet.