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    <p>The biggest issue in something like this is what happens when players are near a boundary. Obviously they need to be able to see and interact with each other, but they're on separate servers. So you need some pretty fancy inter-server communication, sometimes just duplicating messages to both servers. It can get even more complicated when someone is near a "corner", and then you have to deal with 4 servers!</p> <p>The book <a href="http://amzn.com/1584502436" rel="nofollow noreferrer">Massively Multiplayer Game Development</a> has a chapter on "The Pitfalls of Shared Server Boundaries" which covers this issue in detail.</p> <p>I haven't heard of Linux Virtual Server before now, so I don't understand how it fits. I think your actual server application needs to support this game-specific load balancing, rather than trying to run a cluster and assuming that it will automatically know how to split up your application (which it won't). If I were you, I would write the server program to handle its own piece of land, and it should connect to the pieces of land around it, and then design a server-to-server protocol for the passing of these messages ("here comes a player, I'm going to start telling you about him!" "make sure to tell me about messages near our boundary", "okay the player is out of my territory and into yours, here's his detailed data", etc). I think it's a bit more complicated than just running a different flavor of Linux and assuming you'll get automatic load balancing.</p>
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