1,483 reputation
57
bio website dougwarren.org
location Bothell, WA
age 40
visits member for 4 years
seen Oct 6 '13 at 23:12

Professional Game Developer and amateur fitness buff.


Jul
21
awarded  Yearling
Jul
21
awarded  Yearling
Nov
18
answered Client-Server MMOG & data structures sync when joining / playing
Nov
17
awarded  Critic
Nov
13
awarded  Citizen Patrol
Nov
8
comment multi-thread in mmorpg server
This is my last post here, if you wish to continue discussing you can email me my site info is in my profile. I find it funny you keep saying it's impossible to do something I've done professionally several times. You really think a realm is a single machine? gamasutra.com/php-bin/news_index.php?story=25307#.UJvDDMXA9ZY Their production environment in 2009 was 13,000 machines. Do they have 13k realms? Go watch the video for that talk I just linked. Why do you think it's possible to synchronize from client to server but not server to server? See you in E-Mail maybe.
Nov
7
awarded  Commentator
Nov
7
comment multi-thread in mmorpg server
Also you're mistaking game design for technical. Why doesn't World of Warcraft have all 10 million players in the same world? Could you imagine trying to gain xp in the non-instanced world if that was the case?
Nov
7
comment multi-thread in mmorpg server
Go back and read what I said. There is an authoritative server for every object. There's no concurrent writing. Every write takes place on the server that owns the object. Also the data syncronization is N not 2^N or even N!. Object on process A that is responsible for the square from 0,0 to 0,20 sends data only to those processes that A) share a common border and B) are within range of that object. In the case above if an object was more than 20 meters from the border it wasn't replicated to the remote machine. In practice replication only happened to at most 2 processes.
Nov
7
comment multi-thread in mmorpg server
Read gamasutra.com/view/feature/131357/… it was written by the Technical Director of the MMO I described above. It's not impossible, I've been on multiple teams that have done it. Also, for even the smallest MMO you're off by an order of magnitude at 100kLOC. MXO was 2 million, ENB was 1.6 I think, Agency when I left was ~1.2.
Nov
7
comment multi-thread in mmorpg server
Yes and? There's a reason why MMOs are the hardest problem in computer science. See: gamedev.stackexchange.com/questions/90/… Every MMO I've worked on has to solve these type of problems every day. The answer to your question though is you don't solve that problem you bypass it. One process is authoritative for an object, all other edge processes have a slightly delayed read-only observation of the object. Then the difficulty comes in crossing server boundaries and handing off who is authoritative to the next server.
Nov
6
answered multi-thread in mmorpg server
Jul
22
answered How is AI most commonly implemented in popular games?
Jul
21
awarded  Yearling
Apr
1
answered What are the pros and cons of a non-fixed-interval update loop?
Mar
16
answered What is the best way to exploit multicores when making multithread games?
Jan
21
awarded  Supporter
Aug
13
comment How can I measure the “creative/entertainment value” of video-game requirements?
Scan the source, make sure #pragma fun is set
Aug
10
answered Why aren't linked lists more common data structures for enemies?
Aug
10
comment How can a game prevent people from running multiple instances of itself?
@AttackingHobo unless I miss understood the complexity of sandboxie, wouldn't the fact that a port is bound outside sandboxie preclude it from binding within? Or does sandboxie provide a virtual interface for each program running inside of it?