ok, well, the wow example makes logic, but that is if your server can be spread across multiple hardware nodes, right?
i mean, i can have my world split into several zones, where each zone can be a channel, and if max ccu per channel reached then instantiate another instance of the zone, but the question is , ill be doing all that in the same server, so still not viable since will be in the same hardware node and will still be hardware dependent to accommodate ccu.
i think the best approach can be as ulink, i mean i havent played with it much, but so far i know it can be configured to use a scene as a zone, having several scenes which will make the world. and out of the box ulink has a uZone feature which will instantiate the zones automatically when the max ccu capacity of that zone has been reached, also, each zone can be in a separate hardware node, ie; in other hardware node where they will talk to each other , ie:
a player is in zone 1 in datacenter hardware box 1 with max ccu user limit set to 50/zone instance, if more than 50 users requesting that zone, the node will automatically instantiate a second instance of zone 1 etc..., then player goes to portal , portal will handover the player to zone 2 which hosted is in another hardware node/datacenter etc...
so, so far, ive learned that ulink can handle zoning to talk ot each others to handover players across datcenters/ hardware nodes to load balance.
now, you can setup a hardware node to be used for just zone 1 by itself, and set each zone instance to handle 50 ccu max, but have a max of 50 instances ran at a time in that particular node. meaning now i can handle 2500 ccu using zone 1 of my world in 1 hardware node, then another 2500 ccu in zone 2 in another hardwere node/datacentr, and scale up my world massively. accross datacenters/hardware nodes.
that is so far i have found out about ulink.
so wanted to know if TNET had something similar to scaling up .