You have to calculate the actions of all things in the shard. If that is 100 players, 50 MOBs and 10 NPCs with Trade, Combat and Item creation, that is a LOT of CPU.
If you shrink the shard, then you have less going on. In some games they do things like the user can only see so far so you have hexagons and each Hex is a "shard" and the user pings all the "shards" that it can see. Some games have Object lists and you get updates from all the objects (kind of like twitter, who am I subbed to at the moment) There are lots of ways to do this, and you have to weight CPU, bandwidth, Latency, and a number of factors. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Gerald Tan Sent: Wednesday, December 21, 2011 8:51 PM To: [email protected] Subject: Re: [google-appengine] Re: GAE for a web based MMORPG So, why wouldn't one backend = one shard work? -- You received this message because you are subscribed to the Google Groups "Google App Engine" group. To view this discussion on the web visit https://groups.google.com/d/msg/google-appengine/-/WhKMhshsY30J. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-appengine?hl=en. -- You received this message because you are subscribed to the Google Groups "Google App Engine" group. To post to this group, send email to [email protected]. To unsubscribe from this group, send email to [email protected]. For more options, visit this group at http://groups.google.com/group/google-appengine?hl=en.
