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37 votes
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Mechanics to keep mobs and environment alive without using tons of memory?

First of all, are you sure you really need that? Have you calculated the memory footprint? A small back-of-the-envelope calculation: A single mob and its state should fit into 100 byte of data. Let'...
Philipp's user avatar
  • 120k
20 votes

How does mmorpg store data?

1000 player may or may not be a problem. It depends on how often you need to update the database. However there is a simple solution: put the database on its own server. I had a peek at how the ...
Theraot's user avatar
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14 votes

Mechanics to keep mobs and environment alive without using tons of memory?

One way you could solve this problem is not actually storing state on disk, but just setting up your generation code to use a seed for the random number generator, so it generates the same thing for a ...
user14376's user avatar
  • 249
10 votes

Websockets Server for Unity3d

System.Net.WebSockets seems to be completely built-in to .Net and freely available in Unity. Here's a full Websockets client for Unity for example: ...
Fattie's user avatar
  • 150
8 votes

How does mmorpg store data?

Both approaches are used with MMORPGs. Keeping everything in memory and periodically check pointing it to disk seems to be the most popular option, at least for older games. It has the advantage of ...
Ross Ridge's user avatar
7 votes
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Client side prediction physics

Client-side prediction depends very heavily on a deterministic physics model that exactly replicates the way the game object behaves on both the client and the server. Even small floating point errors,...
RelicBloodvayne's user avatar
7 votes
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How to develop both a client and headless server together in Unity

Myself, I'd recommend keeping the server and client authored in a single Unity project. This minimizes the chance for mistakes where you change something in either the server or client and miss ...
DMGregory's user avatar
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5 votes
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How do MMO servers handle a large concentrated number of players?

Are you already familiar with technologies that exist like redis? Server architecture is definitely a complicated subject and it's good that you're planning it out now, but you might be worrying ...
Patrick Roberts's user avatar
5 votes

Calculate resources real-time. Sockets or not?

Introduction There are pros and cons to each method of synchronization you gave that depend on a couple of factors. First, is your game singleplayer or multiplayer, second, how real-time is your game?...
RJ-Adam's user avatar
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5 votes
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Inputs in realtime multiplayer game

It sounds like your problem arises from processing players' input eagerly, the moment it comes in. In this situation, it's harder to keep track of the context of the input and its timing/frequency ...
DMGregory's user avatar
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5 votes
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How to connect to a server without hard coded passwords?

Don’t. You cannot secure your password indefinitely. What you can do is restrict access remotely. I don’t know anything about trello, but if it allows multiple logins with multiple permissions, you ...
Ed Marty's user avatar
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5 votes
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Multiplayer Game Server Input vs Tick

so ... I can probably speak to your example, since I'm the primary author of the Jackbox Games multiplayer server, which as it turns out ... is written entirely in Go! Since there's no simulation to ...
jorelli's user avatar
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5 votes
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How many database servers does an online game need to handle around 100000 users per day?

I'm sorry, but we can not even give you a rough estimate as long as we do not know anything about your game. We do not know how many SQL queries each player generates. It could be anything between one ...
Philipp's user avatar
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4 votes
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MySQL for MMO-Development... What do i have to consider ?

Overusing the database like this is usually a very bad idea. Database queries always require a network roundtrip between game server and database server. Even under ideal conditions (both run on the ...
Philipp's user avatar
  • 120k
4 votes

MMO - Server monster handling

If a monster is in the forest, but there's nobody there to see it, does it really exist? If a monster is in an area with no players, just ignore it. Nobody will attack it, and it won't attack anyone. ...
Tom Tsagkatos's user avatar
4 votes

Mechanics to keep mobs and environment alive without using tons of memory?

Save it to the hard drive instead. Saving large quantities of data in a non-volatile fashion is literally why hard drives were invented. If a player isn't interacting with it anymore, you won't need ...
nick012000's user avatar
3 votes
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Websockets Server for Unity3d

Websocket sharp: https://github.com/sta/websocket-sharp It has a unity version which I've used as part of a cross-platform library and on a couple of local multiplayer games, and worked well. I have ...
Mattia's user avatar
  • 408
3 votes

Fixed timestep on the server without hogging CPU?

Sleeping is a valid solution and it's easy to implement. Pick a sleep duration that will use less CPU but still give you acceptable simulation accuracy. An alternative solution is to use an event ...
schteppe's user avatar
  • 251
3 votes
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Is it possible to store ALL game data on the sever side

It's not an approach worth to use. For a normal player it may not be a big deal but some people may try looking into the game files to find various information. Even if you download the content at ...
Ferreira da Selva's user avatar
3 votes
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clock synchronization

The industry standard network time protocol (NTP) also takes into account the latency of the server processing. This means there are 4 timestamps, one each for send/receive of client/server. when ...
ratchet freak's user avatar
3 votes
Accepted

Server game loop

Should I be processing data from all the clients in the same thread like this? Yes, a single thread for all clients. Although there is an argument for multiple server threads and even they talking ...
Theraot's user avatar
  • 27.3k
3 votes
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How do Mobile Idle-Games work

You don't necessarily need to run such games server-sided. When the user exits the app, you save the game-state with the current time and date. When the player restarts the app, you reload the ...
Philipp's user avatar
  • 120k
3 votes

Multithreaded design for a game server

The greatest problem when it comes to parallelization is sharing data between threads. When multiple threads read and write the same data structure simultaneously, then you will have a myriad of ...
Philipp's user avatar
  • 120k
3 votes
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Are MMORPG servers and clients usually developed in isolation?

It's fair to say that for the sort of authoritative server / pure client which nearly all MMORPGs use for unavoidable security reasons, the server is typically developed with the specific purpose of ...
Engineer's user avatar
  • 30k
3 votes
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Why nobody creates shared world games?

Yes there are games, and yes there are problems. Listen, light has a set speed. Even if the connection were at light speed all the way from client to server (which probably it isn't), it takes time ...
Theraot's user avatar
  • 27.3k
3 votes
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What is the correct way to stop a Godot dedicated server

Close the server In theory ideal way to close a server is for it to close itself, if it is going to close at all. And it should only be possible to trigger this locally. Since there is no Window, the ...
Theraot's user avatar
  • 27.3k
2 votes
Accepted

Random Disconnects on UNET

you can try changing delay value in Network Manager from 0.01 to any higher value. 0.9 worked normally for me.
Nick's user avatar
  • 561

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