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MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve

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Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve

#6
post #5

Early MMOs (WoW, Asheron's Call, Everquest, Daoc) were very impressive in terms of distributed computing.

They were not really distributed though, I think one of the first that really started was Guild Wars 2.

https://ubm-twvideo01.s3.amazonaws.com/o1/vault/gdc2017/Pres...

DAoC was basically a Linux box with a bunch of processes connected to MySQL.

https://www.gamedeveloper.com/disciplines/postmortem-mythic-...

Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve

#7
post #5

Early MMOs (WoW, Asheron's Call, Everquest, Daoc) were very impressive in terms of distributed computing.

I love reading the source code of WoW private servers. They are not the official code but for example TrintyCore is quite nice c++ code.

Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve

#9
post #5

Early MMOs (WoW, Asheron's Call, Everquest, Daoc) were very impressive in terms of distributed computing.

I love reading the source code of WoW private servers. They are not the official code but for example TrintyCore is quite nice c++ code.

The WoW development diary talks abit about their server code and how they handle the load.

Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve

#10
post #8

You missed the opportunity to talk about WoW private servers like Trinitycore. Trinitycore emulator can handle 10k+ players on a single server.

to be honest, i know nothing about private WoW servers but i promise i'll check it out!

Thanks!

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