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 ...
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 ...
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 ...
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 ...