GameZone speaks with Stéphane Quilichini, lead game designer at Farlan Entertainment, about Dark and Light.Question: DnL is a huge world, seamless with massive topography. How hard was it to create a world so incredibly diverse without creating zones or encountering massive lag spikes as players traverse the terrain?
Stéphane : This is linked to two facts: on the client side, we use a procedural method to generate the terrain, which is streamed while the player moves. On the server side, there is a replica of this terrain, but all the calculations are shared between many "cells." The more gamers are connected in an area, the more cells are taking care of this area. So, the power of the server farm is adjusted geographically according to the number of players. It's a kind of "geographical load balancing." More... |