How to rewrite a TCP MMOG server designed to run in a single machine, in a distributed way?

Posted by Dokkat on Programmers See other posts from Programmers or by Dokkat
Published on 2012-03-08T20:32:57Z Indexed on 2012/10/30 23:19 UTC
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I have a MMOG server running on C++, using winsockets. My server won't support more than 200 players. I had the idea of redesigning it so it will use multiple servers instead of one, so, maybe, for example, each server could take care of a number of players, and, if it was too laggy, it could transfer the responsability of that player to other server. I'm not sure of how to program a consistent game logic like that, though. Are there techniques for this?

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