The One Man MMO Project
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The One Man MMO Project
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Re: The One Man MMO Project
#2Re: The One Man MMO Project
#3How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Re: The One Man MMO Project
#4Re: The One Man MMO Project
#5How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Eve Online slows the entire simulation down when huge battles are happening, but they also split simulations across servers based on which system you are in.
Modern WoW shards plays heavily within zones, which is why you will almost never run into the same people while adventuring. They also attempt to limit how many players will be in the same shard at the same time. However there are ways around that through grouping, so when larger battles start happening things get laggy. You press buttons, they are queued up, and can take upwards of a second to show their effect in-game (they must go to the server and back).
Re: The One Man MMO Project
#6How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Re: The One Man MMO Project
#7How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Also 3D data structures, which http://realtimecollisiondetection.net/ is still my go-to book.
Re: The One Man MMO Project
#8Re: The One Man MMO Project
#9How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Re: The One Man MMO Project
#10How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
You'd be impressed how fast computers actually are -- 10,000 objects isn't actually that many. Since the server knows where all clients know, the server knows what the client can see, and the server only has to update the client with relevant information, like the 100 closest players to it.