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Without a doubt, an executable per map would be the best option because servers run collisions detection. Collision detection increases in complexity by O(N) so a single instance with 500 objects will be much slower than 5 instances with 100 objects each. There is a small overhead for each individual executable instance but compared to physics and other ...


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Volume is key here, and I think people are forgetting how manipulable this factor is. What about setting up a futures market? Even, one which is not completely closed? According to various sources (I cannot speak to their academic merit here, but I will cite one popular example: http://www.cnbc.com/id/102456187), crypto-currency's volatility in the real ...


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As an answer to this question and to most of the comments. Try making some other games first. Since you are a beginner, creating a multiplayer tic-tac-toe (as Shiro suggested) will be hard enough. Even if you can manage to create that creating an MMO is a massive task that most of us, and definitely the beginners, will underestimate. For example: how will ...


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With all respect: Don't worry about it... yet. By all means, keep in mind that eventually, to run at scale with as few servers as possible, you may need to use a binary format. You will probably benefit from omitting duplicate data; there's no need for sending "Still moving at velocity 1.0, no change there!" hundreds of times a second. You will certainly ...



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