Posted by Hostile on Dec 13, 2008

Stackless Python used for

System has around to players in it at peak hours, without lag.. CCP then reinforced the node moved it to dedicated node, after that lag was minimal, there was no module lag etc.

The running nodes interact heavily with the Database, and of course pretty much everything to do with the game lives here. Stackless Python used for both server and client game logic. The node did crash at first. Actually it crashed couple of times. But 400500 ship battles not be so far fetched as we once have believed. The cluster is divided across SOL blades which run nodes each. Also after their implementation of the new I0 Stackless 64bit on the server, the famed Jita lag has gone away.

There are some SOL blades dedicated to one busy solar systems such as Jita, Motsu and Saila. Database Cluster This is the persistence layer of EVE Online. System has around to players in it at peak hours, without lag.. node is the primarily CPU intensive EVE server process running on one core. The node did crash at first.

Stackless Python used for both server and client game logic. There are some SOL blades dedicated to one busy solar systems such as Jita, Motsu and Saila. Database Cluster This is the persistence layer of EVE Online. Of course wont be participating in them because am coward and rather enjoy having my HIC in one piece. I did partake in the said battle EO solarsystem with the 1000 battleship. Thanks to Solidstate drives, the database is able to keep up with the enormous IO load that Tranquility generates.

System has around to players in it at peak hours, without lag.. So yes 1000 battles can happen. The running nodes interact heavily with the Database, and of course pretty much everything to do with the game lives here. Thanks to Solidstate drives, the database is able to keep up with the enormous IO load that Tranquility generates.

Of course wont be participating in them because am coward and rather enjoy having my HIC in one piece. I did partake in the said battle EO solarsystem with the 1000 battleship. The running nodes interact heavily with the Database, and of course pretty much everything to do with the game lives here. CCP then reinforced the node moved it to dedicated node, after that lag was minimal, there was no module lag etc.

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