How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
The One Man MMO Project
11–20 of 119 posts
Re: The One Man MMO Project
#12How 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
#13How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Multiplexed sockets. Dead reckoning.
Re: The One Man MMO Project
#14...damn...its hard not to want to start another MUD...
EDIT: i know this post is NOT a MUD project...but the solo-MMO dev story just struck a nostalgia chord in me
Re: The One Man MMO Project
#15Re: The One Man MMO Project
#16Are MMOs any easier to make now given the libraries and cloud services that exist today?
Re: The One Man MMO Project
#17How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
Depends massively on the type of game. In general the two techniques are heavily compressing the data format sent over the wire (e.g. using 16 bit floats instead of 32 bit where it doesn't matter, sending 3 element quaternions instead of 4 and recalculating w), and only sending what the player needs to know based on a radius or some other criteria. Eve Online slows the entire simulation down when huge battles are hap…
My guess is no - you'd want the rendering to happen on the edge close to the player, but with a sufficiently advanced compute topology maybe some tasks can be farmed down the graph?
Re: The One Man MMO Project
#18He has two index files; index.html and index.php. The server sends index.php by default, which is where the blog is.
Re: The One Man MMO Project
#19Earlier quoted context omitted.
Multiplexed sockets. Dead reckoning.
I remember a lot of dead reckoning happening in the old Runescape, once upon a time. Many moments of your player running in a direction then getting rubber-banded back because they got interrupted or something.
Re: The One Man MMO Project
#20How do MMOs maintain and update state for tens of thousands of players and then push those updates from the server back to clients efficiently?
In memory. MMO servers store all world state in memory, and each server has a capacity usually in the 10,000 player range. 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.