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mr_B
06-09-2007, 08:46:58
Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

Project Overview
The goal of Project Darkstar is the development of a reliable, scalable, and fault tolerant system for low-latency, high-interactivity online content. A software server, Darkstar supports a full range of client devices, from desktop to console or even mobile. All clients access the same game service state on the back-end and are equal partners in game-play. The programming model has been designed to be simple and easily fit into the realm of knowledge of average game programmers.

While the primary target is Massively Multiplayer Online Game content, the system is designed to also handle head to head and small group player matching and communications, or even just single player games with competitive score boards. It is also designed for more general massive-scale, latency bound compute tasks such as those in the HPC and financial segments.

The system underwent a major re-design in 2006, and is now available for a single-machine. Current work is centered on extending the system to allow running on multiple machines. The latest code, documentation, and community discussion can be found at http://www.projectdarkstar.com .

MOBIUS
06-09-2007, 09:28:26
Summary please.

mr_B
06-09-2007, 09:31:47
darkstar........project.......blah blah blah