Imagine a open-world of 500+ players with data changing as fast as 20 updates/player/second. Last time I worked in a similar MMORPG, it used SQL, so obvioulsy it couldn't query the DB all the time. ...
I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of ...
Are there any resources and documentation on how current MMOs handle the action and movement data from the compression to the handling on the client? Any resources for movement prediction algorithms? ...
I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s). ...
I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...