When a customer clicks through the license conditions to play the game, they're agreeing to add their phone as a node in a distributed server. More players equal more servers-not for themselves, I might add, we never run a server node for any given game on the same host as a client for that game, that would be asking for trouble-but at the back end, we're in the processor arbitrage market. The game programmers' biggest problems are maintaining causality and object coherency while minimizing network latency-sorry,
( Charles Stross )
[ Halting State ]
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