Abstract
This thesis describes the design and implementation of a persistent
distributed object oriented system and programming environment.
It is built on an existing non-distributed server, Dworkin's Generic Driver
(DGD). Focus is placed on achieving high efficiency, while preserving
single-threaded semantics, allowing the programmer to write code as
if there was only a single server. The goal is to design a server solution
capable of supporting large persistent worlds, such as those found in massively
multiplayer online games (MMOG).
Results from testing the implementation are presented and evaluated.