You missed the opportunity to talk about WoW private servers like Trinitycore. Trinitycore emulator can handle 10k+ players on a single server.
MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
11–20 of 76 posts
Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#12Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#13You 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!
Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#14Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#15Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#16Early 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
#17Earlier quoted context omitted.
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
#18Interesting aproach to data ownership philosophy, I/O techniques and source of truth fuckery in MMO-like systems
Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#19Does anyone know any more good resources for designing an MMO architecture? Would love to do a MMO as a side project but a bit daunted by the unknown of architecture development.
Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#20Early 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-...
> One the most impressive features of the Turbine engine is the continuous outdoor environment. This is made possible thanks to dynamic load balancing, which is a scalable serverside architecture. The easiest way to appreciate the need for dynamic load balancing is to consider the following scenario.
> Dynamic load balancing solves this overloaded server problem. Instead of assigning a static geographic area to each server, the individual servers can divide up the game world based on the relative processor load of each server. In the previous example, instead of remaining idle, all four servers would divide the load equally among themselves, ensuring the most efficient use of the hardware’s processing capacity.