Category Archives: Resource

Information or link to information that is likely to be of further interest to Engines of Delight readers.

TWD: No Man's Land is Next Games' most recent mobile MMO.

[Podcast] Hanselminutes: Scaling The Walking Dead: No Man’s Land

Scott Hanselman talks with Next Games‘ CTO, Kalle Hiitola, about the server architecture of their newest game, The Walking Dead: No Man’s Land. This is a great opportunity for those of us interested in game server development to learn from others’ real-world experience.
Continue reading [Podcast] Hanselminutes: Scaling The Walking Dead: No Man’s Land

[Presentation] Building Scalable Stateful Services

I was researching stateful distributed systems for an article today and found a post on High Scalability that was a perfect fit. It’s an unofficial transcript of a StrangeLoop 2015 talk by Caitie McCaffrey, Tech Lead for Observability at Twitter. I read the transcript first, then felt compelled to watch the presentation. Continue reading [Presentation] Building Scalable Stateful Services

[Discussion] A Journey Into MMO Server Architecture

Face of Mankind Screen Shot
Face of Mankind Screen Shot from http://www.faceofmankind.com/ © 2014 Face of Mankind

I discovered this post today while doing some research for another post I’m writing. It’s about the server architecture of the sci-fi MMO sandbox game, Face of Mankind: Fall of the Dominion, published by Nexeon Technologies.

The post is a couple of years old, but I think the topics are still important. Sadly, the game was recently shut down. However, I think the article is still worth reading. It’s a nice summary of some high-level MMO server architecture concepts. It’s also a pretty good survey of some possible deployment architectures used by MMO projects.

This is definitely relevant to our topic here at Engines of Delight, so I thought I’d highlight it as a resource. Note that the post describes the Distributed Network Connections pattern in its mention of the Proxy Server. It also discusses some patterns that I will write about in the future. When I post those, I’ll update these notes with relevant links.

Anyway, it’s a good read, so enjoy. Cheers to Marko Dieckmann of the Face of Mankind dev team for writing it!

Source: A Journey Into MMO Server Architecture – MMORPG.com Blogs

[Podcast] SE-Radio: Rebecca Parsons on Evolutionary Architecture

The concept of evolutionary architecture is a good fit for game server development. Game servers are complex enough to warrant a disciplined focus on building a good architecture. Yet, game development is very subjective, and making a great game is an exercise in evolution. The five principles of evolutionary architecture discussed in this podcast can help us in evolving a solid game server architecture. Continue reading [Podcast] SE-Radio: Rebecca Parsons on Evolutionary Architecture

[Discussion] Ultima Online Server Architecture

Ultima Online: Charter Edition: Hildebrandt Print
Ultima Online: Charter Edition: Hildebrandt Print shared by UO Journal under a Creative Commons ( BY ) license

I recently ran across a Quora discussion from a few years ago about the technology stack of Ultima Online’s original servers. In it, a few of the game’s developers recall some of the game’s early server architecture decisions and their outcomes. It’s an interesting read with some good real-life insights.

Source: What was the technology stack driving the original Ultima Online servers? – Quora

[Podcast] SE Radio: Software Architecture Sketches with Simon Brown

Podcast Summary

Simon Brown, author of Software Architecture for Developers, talks with Sven Johann about using Software Architecture Sketches to visualize, communicate and document software architecture. Continue reading [Podcast] SE Radio: Software Architecture Sketches with Simon Brown

[Podcast] SE Radio: Stefan Tilkov on Architecture and Micro Services

Podcast Summary

Micro services is an emerging trend in software architecture that focuses on small, lightweight applications as a means to avoid large, unmaintainable, monolithic systems. Continue reading [Podcast] SE Radio: Stefan Tilkov on Architecture and Micro Services

[Podcast] DotNetRocks: Marc Mercuri and Mark Simms Build Resilient Cloud Applications

Podcast Summary

Carl and Richard talk to Marc Mercuri and Mark Simms about resilient cloud architecture. The conversation starts out focused on the white paper called ‘FailSafe’ and the guidance it provides for building resilient cloud applications – but the information is applicable to any large scale system running on any sort of infrastructure. Continue reading [Podcast] DotNetRocks: Marc Mercuri and Mark Simms Build Resilient Cloud Applications