Open source server code for the BitCraft MMORPG
11–16 of 16 posts
Re: Open source server code for the BitCraft MMORPG
#12Old man here shaking his fist. While I acknowledge and appreciate the technical effort and let’s face it, an exemplary example in preserving games long after they are maintained by the original creators. But this is not an “rpg”, it’s a gathering, crafting, and hanging out simulator. That’s fine by its own definition, but I don’t see any mechanisms which allow for actual roleplay? Please prove me wrong
Re: Open source server code for the BitCraft MMORPG
#13Re: Open source server code for the BitCraft MMORPG
#14This is really cool, I don't really recall another MMO server written in Rust like this.
But I don't know if it really fits the "Massive" aspect of MMO
Re: Open source server code for the BitCraft MMORPG
#15SpacetimeDB looks interesting as a concept (the tech behind this server) but I could never sus out how could it would be in actual practice. I’ve always been interested in some post-mortems or reflections on the tech from other companies besides the founders
(I think there are technical and marketing reasons to be weary of as well, but the degree to which that matters is application specific. The above is universal and will probably continue to be the case through at least a few more major revisions if I had to guess).
Re: Open source server code for the BitCraft MMORPG
#16Specifically, `spawn_enemy` here: https://github.com/clockworklabs/BitCraftPublic/blob/master/...
It makes many db calls interspersed throughout synchronous code inside the application. Normally I would assume this is super slow and has many round trips (unless it's transparently committed to memory and batched to db later). I also don't see anything about connection pool management eg acquire and release.
Does this code work efficiently because it essentially gets compiled into a type of pseudo "stored procedure" that runs all the application code on the db and as such avoids those problems?
If yes, is that a scalability issue to have so much going on in a heavy infrastructure unit such as a db?
If no, then is there a perf issue here based on my initial assumption?