Quote: "
32GB DDR2 (ddr2 to cut price)
Six core processor intel i7 3.4-4.5GHz
2-4TB 15000rpm or 350MB transfer rate
X4 duo core GPU 950MHz 2GB GDDR5 512-bit
Extreme high speed multiple Ethernet card 1Gbit or higher Internet
And physX card, 7.1 sound card HD, and anything that I missed."
Item 1, you're going to need an operating system that can make use of the 32GB of RAM. If you're using DBPro or DarkGDK, your best bet will be Windows 7 Professional 64-bit. If not, then some flavor of Linux would do well. I haven't been able to run a DBPro app on Windows Server 2003, so I wouldn't recommend that.
Item 2, DBPro and DarkGDK can only make use of 1 core at a time, the other 5 will be able to handle database, and normal Windows stuff, but the game server app is only going to use 1 core. If you write the server app in C++ and know how to program for multiple cores, you can make use of the others if you aren't using DarkGDK.
Item 3, For a server system that's going to have multiple servers you'll want a separate server for the database. You'll want several fast 300GB drives in a RAID array. Preferably hot-swappable drives, and a RAID system that can rebuild a fresh drive while still having the system online. The actual game servers then don't need more than a 100GB drive to hold the operating system and the server app.
Item 4, a decent graphics card is only necessary if you are going to use DBPro or DarkGDK, as they require a DX9 capable card just to run. Ideally, the server wont be displaying anything but a little text to tell you it's current status. An MMO server would never display 3D graphics, as that would take away to much processing power from the other tasks it needs to do.
Item 5, 1Gigabit Ethernet is overkill, except for maybe the connection between the servers. Your internet connection is going to be much less than that. Mine for example is 25 Mbit up and down, which should be plenty for a while.
Item(s) 6, Physics and sound are not necessary on a server. You always want the physics to be happening on the client, because various factors could cause differences in how their physics moves an object versus how your physics moves an object. There's just no need for sound on the server. 99.9% of the time no one is going to be even looking at the server.
You'll want the client to process as much as possible. Leaving the server to handle all the incoming and outgoing data as fast as it can. You can also allow clients to process collision, and have the server correct if there is a discrepancy, which is what will be needed to prevent cheating.
thenerd is also absolutely correct. You have to start with a level editor built in, and make it modular so you can extract it from the client code before you distribute it. Don't leave it in and try to hide it, some hacker will eventually find it and figure out how to enable it.
Quote: "
I have a new feature where the game create continuously more and more land when you reach the end of the map. "
I am quite curious about this. Is it just randomly generated terrain with hills and valleys, or just flat terrain for now?