http://java.sun.com/developer/community/chat/
(July 20th)
Hum… Could be pretty interesting…
Chman
not much real infomation mind.
there is that other server thing ‘GrexEngine’.
wonder what thats all about? will that do the same
thing? costly it seems.
[quote]not much real infomation mind.
[/quote]
So join the chat and ask them Sound like good questions, but bear in mind they only choose which to answer, and may not be able to tell you much without an NDA.
If you have a specific query, mail sales @ grexengine.com ;). I’m afraid we don’t have the spare resource to go around telling everyone who is interested all about our products (would be nice, though) - we have our hands full just doing that for people who have specific projects and are looking to buy a system :(.
I was just there but my connection dropped and now I can’t seem to get back in. Is anyone else having this problem? Is it my side or theirs?
Isn’t that because it’s finished? It was scheduled to start 2.5 hours ago, wasn’t it? (6pm GMT?)
EDIT: oh yeah, I’m on BST. So, I guess 1.5 hours ago, and I thought they lasted 1 hour, so it would have finished half an hour ago?
[quote]Isn’t that because it’s finished? It was scheduled to start 2.5 hours ago, wasn’t it? (6pm GMT?)
[/quote]
Nope. Just reconnected to it actually, there was another guy there in the same situation as me. The mod didn’t reconnect while I was there and it seems like this things going to probably be re-scheduled since 1) it dropped and 2) the other developer (Jeff I think) wasn’t there.
chat wasn’t very informative. Yeah, it seemed to drop off about about an hour and a half or so, and Jeff never showed up. They had a few answers but nothing of timelines, etc.
i also got droped and never got back in…
i asked when we would be likly to see there server
and they said- end of this year start of next year, maybe.
so nothing solid there. All the rest was as i would have
guessed. strange theres no transcript up yet
They put transcripts about a week after meeting in normal case.
This is second meeting in row that got killed after one hour (previous one was about management JMX in 1.5). I know that different people are responsible for each product, but it doesn’t look very good, when chat with company who aims for middleware supporting tens of thousands concurrent connections 24/7 crashes in simple app with 40 people after one hour…
I had one question in queue which unfortunately has not managed to get answered.
If they want use java serialization for persistence, how do they want to handle application development ? Think about simple refactoring, like breaking one class into two. There is no way (except really, really hardcore solutions) to read previous serialized objects and get anything meaningful there. With customer managed persistence layer, which would map to plain tables for example, you could do simple migration script, alter tables, or even just change DAO layer, if change was internal to java classes only, without introducing any new data. With serialization, every single refactoring is going to cause major headaches.
Another question on same subject, is how it will be possible to do some queries stats with serialized data ? Like getting a list of people with highest level for each race ? Normally it would be a simple GROUP BY/ORDER sql, with serialized data, it looks like loading all player data and traversing it by hand in java ??
IMHO, serialization is very good mechanism for prototyping persistence and for certain over-the-wire communication cases. Using it for long-time persistence is a very ‘brave’ decision - I would rather prefer to avoid it in any real project.
Must be a typo. Otherwise, this is going to be the most expensive MMOG system ever developed :(. (EDIT: in setup and admin costs - mulitplying your hardware by 10-20 to get the extra CPU’s adds a heck of a lot to costs: much bigger setup cost, much bigger maintenance cost)
FYI I’ve seen 20k+ player MMOG’s running in pure java wihtout middleware with > 2000 players per CPU on 1Ghz intel processors.
So, even 1000 players per CPU isn’t impressive, unless Doug was talking about 400Mhz P-2’s :).
With expert middleware running your system - e.g. GrexEngine, Zona, or any of the other java MMOG systems - I don’t see why you’d expect significantly fewer than 3000 players per CPU for a typical MMOG. (although, of course, I could easily write you an MMOG that could barely handle 50 if I were being perverse ;))
blahblahblahh i’d have to agree with u there. 100 is just
plain pointless from a cost point of view and i can make
a mmpog that can do that- lets hope they missed a zero
or two off
sun tell us u did! - no wonder the chat room crashed
What, you think that a 101st person tried to enter? LOL.