Having a "single" world hold 1000s of people? in Design Philosophy
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I just had an idea of how to manage multiple worlds for games that have a lot of people.
You divide the map of your game into various sections and then there would be a server hosting each one of those sections.
The actual code is the same, but the only thing that is different are the maps. (And the code for the turfs in the map.)
So suppose you went to a boundary at the end of one section that leads to another section, the player would be transferred from one server to another. You would probably need something to fill in the screen while this is being done.
And each world would consist of many different sections.
Given all that and the fact that the servers are being run on good computers with fast connections, would this be a feasible and almost lagless idea for any efficiently programmed game to use?
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The thing is, you wouldn't do this for a small game, because link() isn't exactly a fantastic method to transfer people from one server to the next. It's far from seamless and very noticeable. And particularly useless if people decide to have the prompt telling them they're moving and they opt not too.
Further more, in order to keep everything smooth, you'd have to make sure every version that is being hosted, points to the same RSC file, containing the files necessary for all servers. Just to save time on downloads between servers. preload_rsc IIRC.
Finally, you'd want to keep your files extremely organised, or else a lot of confusion could be brought about.