I was thinking the exact same thing. My only guess is that SIP/SIMPLE doesn't have the same amount of 'corporate' backing to push it through the standards process?
Although, from other, recent articles, I was lead to believe that SIP had made some inroads in VoIP and P2P... So it is a suprising development.
I had the exact same thoughts when I read this article from a link on gamedev.net.
The whole time I read it, I was like: why does the author constantly mention CORBA? Perhaps I'm not familiar enough with the Java perspective, but I assumed CORBA/COM (etc) were basically dead (or dying) when it came to modern internet programming.
Basically, I'm curious as to what the benefits of a distributed-object approach are over a web-service approach (especially in an MMOG)?
My best guess is:
PROS (of distributed-objects):
1. The author and company were only familiar with CORBA.
2. Distributed-objects are an older, more established technology. [ie proven]
3. There are a lot of existing systems, algorithms, ideas, programs, etc. to build a distributed-object system.
CONS:
1. It masks the network from the API (yes, this should be a CON).
2. Engineering effort is required to make sure clients can access the model with any langauge, and also to allow designers flexibility in the object model. Most of this should be cheaper with a web-services model.
3. You don't get to throw around as many buzzwords.
4. There is duplicated code on both the client and server.
I was thinking the exact same thing. My only guess is that SIP/SIMPLE doesn't have the same amount of 'corporate' backing to push it through the standards process? Although, from other, recent articles, I was lead to believe that SIP had made some inroads in VoIP and P2P... So it is a suprising development.
I had the exact same thoughts when I read this article from a link on gamedev.net.
The whole time I read it, I was like: why does the author constantly mention CORBA? Perhaps I'm not familiar enough with the Java perspective, but I assumed CORBA/COM (etc) were basically dead (or dying) when it came to modern internet programming.
Basically, I'm curious as to what the benefits of a distributed-object approach are over a web-service approach (especially in an MMOG)?
My best guess is:
PROS (of distributed-objects):
1. The author and company were only familiar with CORBA.
2. Distributed-objects are an older, more established technology. [ie proven]
3. There are a lot of existing systems, algorithms, ideas, programs, etc. to build a distributed-object system.
CONS: 1. It masks the network from the API (yes, this should be a CON).
2. Engineering effort is required to make sure clients can access the model with any langauge, and also to allow designers flexibility in the object model. Most of this should be cheaper with a web-services model.
3. You don't get to throw around as many buzzwords.
4. There is duplicated code on both the client and server.
Does this sound right? Or am I missing something?