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MMO through parallel computing?

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Lets say that all the clients connected to the game act as a large virtual machine and are in fact a parallel computer. I wonder how effective that would be if used without a server. I''m certain the main problem would be lag, since we are talking about a wide, wide network. So perhaps, 1.) a central server with only data. 2.) in any given room/world sector, all the machines in that area form a parallel computer. 3.) clients connect/disconnect from each other as need when they cross room/world sector boundries. of course, we have not discussed the element of hacked clients... JP

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