Timeline for Distributed C++ game server which use database
Current License: CC BY-SA 2.5
5 events
| when toggle format | what | by | license | comment | |
|---|---|---|---|---|---|
| Jan 30, 2013 at 20:40 | review | Low quality posts | |||
| Jan 31, 2013 at 14:53 | |||||
| Mar 5, 2011 at 18:22 | comment | added | Kylotan | In particular, MMOs often have very different approaches to their data persistence, which often work acceptably for their own game design but not for other game designs. Since the game design is the most important part, you can't adequately specify a data persistence and distribution strategy without one. (Which could be construed as: "Ask a more specific question, telling us what sort of data you have, how often it changes, and why you think you want to distribute a single world across multiple servers.") | |
| Mar 5, 2011 at 11:39 | comment | added | user744 | Most MMOs are backed by absolute disasters for databases. | |
| Mar 5, 2011 at 10:28 | comment | added | Slaus | May be there some "template" (not as "C++ design patterns) solution of it? There are plenty of MMORPGs. | |
| Mar 4, 2011 at 19:09 | history | answered | Kylotan | CC BY-SA 2.5 |