Hello, Nik, you wrote: N> At us here small dispute quitted: whether to divide physically process shorthanding game world with the unit responsible for exterior interactions (sockets)? N> I.e. it is possible: N> - all to leave within the limits of one process. N> - to use two applications which through pipe exchange packets. N> - generally to divide on the different servers, one server shorthands the world, sends the data through sockets on other server, and that already delivers all on the world. N> P.S. N> difficult enough and the server strains the Game world on a maximum. The typical sizes of a packet for one player - 500 in its side and 8 byte of reversely, 15-20 frames per second. Presumably one server should support hundreds players. I will come from the end. 15-20 frames are 900-1200 events in a minute. Koreans in Starcraft2 produce APM to 600 in heavy . Thus and that it is less than efficiency duties (a lot of doubling ). On the average a minute of 300-400 actions. It is necessary to you in so much? Animation can be smoothed on the client. Concerning servers I can tell that besides a time delay probably there will be problems: - the pool of sockets between servers to break a pattern on pieces will be necessary and to send it through some flows. One socket always will be a bottleneck. Especially in case of locking requests (for example, usage something with the answer) it besides the managing director through which you, possibly, will be remote processes; - there will be a problem of disorder of a network it appears always. Simply always, even if pieces of iron are in one subnet. Eventually, it can be and . If you shorthand the world on several pieces of iron prepare that once a year (and even more often), a piece of the world from at you falls out. And it should be spanned on spare iron. Appears with the monitor; - a uniform point of a failure for connections the situation rare enough, but client can sometimes die. The client but only if can. An output to me presence dns with round-robin behind which some addresses are hidden here sees. Or public addresses which will be known by the client are simple some; - the server for a meta-game somewhere else should be hidden. If it is separate service, apprx. and if all of them together there is a risk to lose in case of problems also it. In some games simply goes in the conditional offline from the main gameplay. Why not to make classical under group of users? So often do, when even on one location it is visible only a part of players. Remaining in parallel measurements. If needed them it is possible . Passage between locations becomes through an additional connection to next . And that I do not understand, so it whence there 500 byte in a frame, if the world difficult? We admit, the world leads the life even if the user it does not see. As in . So these it is possible to simplify, alter on formulas and behavior on the timer. The fair world is not necessary to the player, it is necessary .