I created an RPG game backend for a game called Path of Exile. Not an FPS but similar challenges. I don’t know how similar any of this is to other game backends, but I’ll supply a few details. Our backend consists of a few somewhat large services that are broken up mostly around how they are sharded. The biggest one is the account authority which contains most of the accout/character/item data and handles the vast ma…
Ask HN: What is the ops architecture like for AAA multiplayer game servers?
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Re: Ask HN: What is the ops architecture like for AAA multiplayer game servers?
#82I created an RPG game backend for a game called Path of Exile. Not an FPS but similar challenges. I don’t know how similar any of this is to other game backends, but I’ll supply a few details. Our backend consists of a few somewhat large services that are broken up mostly around how they are sharded. The biggest one is the account authority which contains most of the accout/character/item data and handles the vast ma…
Has there been any protocols which were written from scratch because an out of the box solution simply didn't do what was needed?
Do you leverage any kind of out of the box solutions to co-ordinate services? e.g apache zookeeper?
Can you describe how nodes are added or removed to your swarm based on demand? I presume this is non linear?
Edit: Ive been playing since pre alpha. glad its still going strong.