Tagged Questions

Scalability is the ability of a system, network, or process, to handle growing amounts of work in a graceful manner, or its ability to be enlarged to accommodate that growth. A scalable system can adopt to a growing demand (e.g. a growing number of users).

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2answers
409 views

2D open world MMORPG; big map memory problem [duplicate]

I am developing an 2d open world mmorpg game for learning purposes, and have a issue with big maps. A year ago i developed 2d open world single player / co-op game. It saved map in chunks, and AI for ...
2
votes
3answers
212 views

How to manage game objects, npcs, items? [closed]

i'm making a small 2D game, designed the maps with Tiled, and adding "basic" world object/items/npcs/mobs to test it a bit and have fun. Now i have encountered a relatively huge problem, with further ...
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votes
1answer
113 views

Cloud Computing Middleware to Control for Add/Kill VMs + Sessions

I'm working with some people who have a prototype game in Unity and may need to scale it up to address a larger user base. The potential application has the following characteristics: Sessions are ...
10
votes
1answer
955 views

How to reduce image size without pixelation?

I see lots of games with smooth edges characters and high res images, however when I try to reduce images to say 64x64 for my character I just get a pixelated mess. even if I start with a 64x64 canvas ...
9
votes
4answers
855 views

Is there a way to make a dynamic world such as a MMORPG horizontally scalable?

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. ...
-1
votes
1answer
194 views

How well (or badly) does Minecraft SMP scale?

Has anyone tested and collected some data about how well does Minecraft SMP scale, with an increasing number of players (up to large amounts of players)? I.e. the bottlenecks are: mostly in the ...
0
votes
2answers
332 views

What techniques can I use to render very large numbers of objects more efficiently in OpenGL?

You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the ...
1
vote
2answers
337 views

What is the most efficient way to convert to binary and back in C#?

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 ...
9
votes
2answers
2k views

MMO techniques, algorithms and resources for keeping bandwidth low?

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? ...
13
votes
3answers
2k views

Should I keep login server apart from game server?

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). ...
24
votes
4answers
4k views

How is load balancing achieved in MMOs?

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 ...
12
votes
4answers
974 views

Game log format for MMO servers

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 ...
30
votes
7answers
2k views

Elegant way to simulate large amounts of entities within a game world

Assume you have a game in which there are many (many many) entities serving some functions, not all of which are constantly needed or need to be considered in every frame. The concrete problem I am ...
6
votes
4answers
747 views

Profiling server side game loop in java

I am looking for tips to profile the server side game loop of a Java program for CPU usage. I tried to use the TPTP plugin for Eclipse so far. The problem I am having is that it is really slow. For ...
57
votes
6answers
12k views

How to write a network game? [closed]

Based on Why is so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...