MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
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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
#2Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#3Interesting 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
#4Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#5Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#6Early MMOs (WoW, Asheron's Call, Everquest, Daoc) were very impressive in terms of distributed computing.
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
#7Early MMOs (WoW, Asheron's Call, Everquest, Daoc) were very impressive in terms of distributed computing.
Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#8Trinitycore emulator can handle 10k+ players on a single server.
Re: MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve
#9Early 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
#10You missed the opportunity to talk about WoW private servers like Trinitycore. Trinitycore emulator can handle 10k+ players on a single server.
Thanks!