| LANDMARKS |
|
| ABOUT |
|
| DEVELOPER LINKS |
|
| READ THIS |
|
| HEAR THIS |
|
| ARCHIVE |
|
By Category:
By Author:
By Date:
|
| THE GRID IS FALLING! (not) | 2007-04-30 10:14:00 GMT in secondlife by Kami Harbinger |
|
Cristiano Midnight's "Open Letter to Linden Lab" is making the rounds of all the usual whiny twits. I won't be signing it. When I became a Resident 18 months ago, people were whining that the newest updates then had added bugs, and the Grid was unstable, and the end was nigh. Each new update comes out, right up to the present, same routine. It's really, really old by now. There's a certain type of neurotic personality that ignores anything good and improved, cannot experience joy at things getting better, and can only see negativity, darkness, and corruption in any change. Unfortunately, these people also tend to whine the loudest, and they all sit around circle-jerking each other until they're convinced they're right. They're not right, they just all have the same mentally defect, and are fantasizing about a perfect Grid of the past that didn't exist. 18 months ago, the Grid sucked. You could trivially crash a sim, you'd drop an object and sometimes it'd rez and sometimes not, the client went down like a L$10 whore with herpes lesions and bad teeth. Client performance was negligible; on a good box, you could set your draw distance to 64m and turn off the few graphical features that existed (local lighting and ripple water didn't exist yet), and be happy to get 10 fps in most areas on a fast computer. Now, I fly around at 256m draw distance with everything on, especially local lighting and ripple water, and get 15-30 fps. It was very easy to lag a server to death with scripted objects; now it's quite difficult. Back then, 40 people per sim was an unattainable upper limit, and 20 would start to cause problems; now you can routinely do 40+, and many routinely handle 100. Remember the big grey goo attacks? The firebreaks of dead sims across the mainland in a desperate attempt to keep them from spreading? Seen one of those lately? No, you haven't, because LL changed SL to make it significantly harder to make gray goo now. The only times I've seen a sim go down lately have been because of griefer attack. I expect eventually that'll be reduced and then wiped out, too. Almost all of the specific complaints in the "Open Letter" are spurious.
Linden Lab does make mistakes. The group IM bugs of the last week have been really, really irritating. I can barely use group IM right now... And just when hope is lost, here's Torley announcing a bug fix ready to go soon. They do in fact fix the stuff they break. When it comes to bug-fixing, they do about as good a job as you could expect from such a small company and such a large, complex program. Despite the occasional bug, I'm having fun working on my adventure game sim. I'm bringing in friends and co-workers from First Life. I may soon be doing SL work as a day job. Things are looking good. And why? Because I don't have the mental disorder that makes me a whiner. | |
| Mainframes For Virtual Worlds | 2007-04-30 06:30:00 GMT in mmo by Kami Harbinger |
|
IBM and Sun are making specialized mainframes for virtual worlds (and additional details from 3pointD). This is pretty damned cool! Consider a system like Second Life, with a physics engine on the server where the enemy (malicious users) can't reach it. A virtual world can and generally should be more than just a chat room with some textures. That requires more server-side CPU power. This is why SL requires all those servers, even when nobody's present--physics and scripting simulation goes on constantly. Mainframes and minicomputers have always had superior IO capabilities compared to microcomputer-based servers, but until recently lagged far behind on per-user CPU power. This could be a really big improvement. I don't think the Cell is the greatest CPU choice for this, but IBM can make them in such bulk now that the cost for massively-parallel machines is dropping rapidly, so it must make good economic sense. The end result is more detailed and realistic virtual worlds. People hunger for detail and realism (or rather, "comprehensibility from comparison with reality"; fantastic realism is good, having to mentally translate the experience into something comprehensible is bad). Consider:
The one part I can't comprehend is the use of WebSphere. WebSphere is an appserver tuned to running many apps with individual configurations on one or more boxes; great in concept, but in practice, you should be running one app across multiple boxes on the lightest and fastest appserver you can find, and never share a box with two apps. WebSphere just eats your resources and is painful to manage. I dealt with it in my last project at work, and it's a disaster. | |
| Pages: 0 1 2 3 4 | |
| METADATA | |
Copyright © 2007 by Kami Harbinger
| Email Feedback
|
|
|
| |
| Second Life® and Linden Lab® are trademarks or registered trademarks of Linden Research, Inc. All rights reserved. No infringement is intended. | |