Hi, I made this! Was gonna wait until it was downloadable and the documentation was more complete before posting it on HN. Thanks for sharing it though. The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
I rent a small Linode to run a minecraft server for my extended family. Sometimes it struggles to keep up with just a half dozen of us, and when I tried swapping from a spigot based system to a forge one so the kids could have mods it was basically unplayable. I can't imagine scaling out to thousands of users, this was some amazing work. While developing this did you come up with any best practice recommendations for…
How we built an auto-scalable Minecraft server for 1000+ players
31–40 of 145 posts
Re: How we built an auto-scalable Minecraft server for 1000+ players
#32Re: How we built an auto-scalable Minecraft server for 1000+ players
#33Hi, I made this! Was gonna wait until it was downloadable and the documentation was more complete before posting it on HN. Thanks for sharing it though. The Minecraft setup will be available and useable by anyone Wednesday of next week. More documentation and a roadmap will follow shortly after.
This is super interesting and I'm excited that someone has finally made real progress on distributed game world software
Re: How we built an auto-scalable Minecraft server for 1000+ players
#34Re: How we built an auto-scalable Minecraft server for 1000+ players
#35Earlier quoted context omitted.
If you look at the developer blogs for EVE Online, you'll have endless reading about massive scale multiplayer servers. Possibly the most technically impressive massively multiplayer experience
EvE is one of the worst architecture for an MMO, there is almost nothing to do and yet they need to slow down the simulation loop when there are too many players. I mean when you gameserver is based on Python what else can you do?
Re: How we built an auto-scalable Minecraft server for 1000+ players
#36Just to clarify, WorldQL is hosted-only software, right? No on-premise? If I tie my game to WorldQL, do I have any options if WorldQL goes under (other than re-engineering everything)? Not to diminish the impressive work on display here - I've just been wondering this since I saw your r/gamedev post.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#37Earlier quoted context omitted.
Is there a specific reason why Minecraft hasn’t been “adapted” from the original game to a robust design that could scale to larger worlds and player populations before your project ?
Pretty much no video game engine scales with cores. There are too many dependent systems. There's no game engine that I'm aware of that effectively uses more than a couple of cores for gameplay simulation. Distributed physics is a well understood problem with no "solution". Just different trade-offs. This solution is cool, but it's not novel or anything. Minecraft is particularly challenging because the entire world…
Re: How we built an auto-scalable Minecraft server for 1000+ players
#38I could see this really changing how users interact with each other.
Re: How we built an auto-scalable Minecraft server for 1000+ players
#39Earlier quoted context omitted.
Pretty much no video game engine scales with cores. There are too many dependent systems. There's no game engine that I'm aware of that effectively uses more than a couple of cores for gameplay simulation. Distributed physics is a well understood problem with no "solution". Just different trade-offs. This solution is cool, but it's not novel or anything. Minecraft is particularly challenging because the entire world…
Couldn't Minecraft chunks run fairly independently, with some message passing when something needs to move between chunks?