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Re: Anyone with experience with MMOG and databases?

From: Tony Jambu <tjambu_freelists_at_yahoo.com.au>
Date: Sat, 13 Aug 2005 08:52:48 +1000
Message-Id: <6.2.1.2.2.20050813084520.051e8ef0@pop.mail.yahoo.com.au>


Hi Dennis

You are spot on in your proposed approach. I was not involved in the game design. Only the database side of things. You can only influence so much of the code now.

As you can see from the discussions, there are very application (MMOG) specific issues that you dont normally come across with high OLTP or OLAP type environments. I am trying to find out what are the common issues with an MMOG data repository.

ta
tony

At 03:36 AM 13/08/2005, Dennis Williams wrote:
>Tony,
>
>
>Looking at a system that will be requiring 10,000+ simple writes per sec and 20,000+ semi simple reads per sec.
>
>
>Interesting problem area. Why would you need to write that much to persistent storage (database)? My assumption is that you would just have some shared server processes that have a shared memory area. You only need to persist what must survive a server shutdown (or crash). In either case you'll lose all your active players, and they can start again. If that is not adequate, you might have some savepoints people could restart from. When a player first logs in you'll need some information about them, perhaps their preferences. My point is that slight compromises to the requirements can vastly reduce the database and server requirements.
>
>Dennis Williams
>
>

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Received on Fri Aug 12 2005 - 17:54:55 CDT

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