Quote:Original post by arbitus
Quote:Original post by jeffpk
All MMOs I know of (and I've worked directly with a number of groups building them over the years) keep their primary game state datastore in non-transactional in-memory systems.
Enterprise developers, by contrast, do everything in durable ATOMIC transactions.
These are not entirely true statements. MMOs are more likely to use a non-transactional model and enterprise developers are more likely to use a transactional model, but this is more of an implementation detail.
But the implementation is where the bugs, limitations and issues arise. No?
Quote:MMOs will not use databases for game state management, but will use databases for game information collection. The in-memory model will offloaded to a data store at intervals and save off for use in data-mining and reporting.
Fair enough. A PDS app can do the same thing if it wants.
Edit:
The PDS data store is not intended to replace an SQl database. It replaces the in-memory data model. In doing so it makes it more flexible, more robust and much more scalable then an in-memory system can.
Is *that* maybe the cause of confusion here? I was hoping my previous post on the goals made that clear. I apologize if it didn't. Its not a simple system to understand the under-pinnings of. It took about 5 years and 3 prototypes just to develop the architecture. Its a bit of a paradigm shift and those are always tricky to explain.
Quote:
This is the source of much of the criticism of the backing store of Darkstar and it is valid. However, the statements that you made are true: Darkstar's goal is not to be the most robust, industry-breaking MMO back-end.
Well, its goal is not to be a game engine.
Its goal IS to make the implementation of those game engines easier, more scalable, more flexible and more reliable then they are today.
Call me grandiose, but that was the vision and I think we're well on our way to proving it out. *shrug*
Quote:
It is meant to be a solid solution for scalable online projects, targeted mostly at hobbyists.
No. Completely and totally wrong. I just finished a project building an online game system for a 2.5 million dollar, venture capital funded company with PDS (among other technologies.) That's the one I will be lecturing on at AGDC next week.
I am starting a 4 million dollar PDS project for a major already successful successful game company right now.
Quote:
But you don't have to attack the credibility and the expertise of those who are questioning the applicability of Darkstar in certain situations. Acknowledging that the functionality is outside of the scope of the Darkstar project is sufficient.
What is "out of scope." Im happy to admit that all game engine functionality is out of scope. PDS is a platform for game engines, not a game engine itself. There are many game functions it does not provide. But it does provide the environment to build them and the hooks to tie them in.
But it is *definitely* intended as a piece of enterprise grade software for the enterprise of building MMOs. Being led and primarily implemented by a company with a history of producing enterprise grade products. (Solaris, Glassfish... etc)
In general, all new technology is adopted first by those with the least to risk. This is normal and no different from the way industry standards such as Renderware or Havok got their start. So. on a marketing level, do I ex[ect pick up first from indy's and hobbiests? Sure, that's the nature of the business. To be honest, PDS has actually had better initial pick up by big successful game companies then I told Sun to expect.
[Edited by - jeffpk on September 12, 2009 9:59:26 PM]