Hey Guys,
I wasnt sure where to post this. I don’t want to cross post so I think I’ll post here and then point to it from networking and on-line games.
If some of you are reading the press coming out of GDC there isa lot of press around our new Sim Server Technology. Abotu half of it totally misses the point and the rest of it is woefully incomplete. This is my baby, the thing I’ve been saying I couldn’t talk about so I’ll try to clear some of it up now. There will be a whitepaper up here as soon as it passes leagal (grr) but here is the jist:
The Sun Sim Server technology is an execution environment for the server side of online games. It has the following porperties:
(1) Massively horizontally scalable. This means, among other things, the need for regions and shards and such are gone. (More on that further down.)
(2) Fault Tolerant. The same mechanism that makes it scalable means any processor can handle any user at any time. If the user disconnects from their current processor (eg server crash) they just reconnect to another processor and go rigth on playing with little to no noticable lapse in game play. (How little depends mostly onyour games latency handling to cover the reconnect time.)
(3) Orthogonally persistant. It uses what sim programmers call a "real object’ paradigm. An object ocne created esists, and exists in only oen state, until destroyed. Your world is buitl of Sim obecjst thus the entire game-world is persistant and can change, evolve, take damage, etc. Referential integrity is 100% gauranteed (no dupe bugs) and you can cut power on EVERY machine in the back end simultaneously and when you power back up the system coems back online witha state thats within a few moments of when it all went down.
(4) It has a pluggable communciation layer that abstracts the method used to communicate to the user from the rest of the system. This allows PCs, who might be using Gamespy GT2 transport, and MIDP1.0 cell phones for instance (who use HTTP) to connect into the same game system and inter-operate.
(5) The system load balances across all available equipment at all times (no wasted CPU in back-up servers sitting ideal) and in fact allows multiple games to be installed into the same backend and will load balance across ALL of them. This potentially allows low-usage games to say up indefinitely and remain profitable as long as there are enough of them to pay for the total capacity of your single back end.
Okay in a nutshell thats what it is and what it does. For the “hows”, the whitepaper is coming soon…


