[MUD-Dev] Star Wars Galaxies: 1 character per server

Marc Fielding fielding at computer.org
Tue Dec 31 17:34:10 CET 2002


[Caliban Tiresias Darklock]

> It is, of course, perfectly sensible to put crafters in the event
> loop at a MUCH lower priority. You could handle offline players
> once a minute, and people would probably be happy. There's
> certainly no need to check them several times a second, and since
> there's also no need to render frames or parse input, you should
> be able to cut your processing time per character by a factor of
> at least a thousand.

SWG seems to follow the standard crafting model used by many MMOGs,
meaning that all the raw materials for building an item must be in
the possession of the crafter (here, a "factory"). So exclusive
possession prevents the race condition. Apparently, a player simply
stocks a factory with raw materials and schematics before logging
off.

-Marc





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