Game Server Architecture Patterns

Game Server Architecture Patterns

This page presents a collection of multiplayer game server architecture patterns that describe solutions to common problems in multiplayer game server development. Over time, I hope to build a library of patterns based on real-world experience, research and experimentation by game server developers.

Pattern: Responsibility-Oriented Game Server

Problem How do we distribute core game play load across multiple processes in a way that supports flexible scaling and efficient allocation of computing resources? Context We are developing the server for a massively multiplayer online game with a distributed architecture. The game design seeks to create an immersive play experience by enabling thousands of players to interact … Continue reading Pattern: Responsibility-Oriented Game Server

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Pattern: Seamless World Game Server

Problem How do we create a game server that permits unlimited freedom of movement and game play on an expansive map with no apparent boundaries? Context We are developing the server for a massively multiplayer online game with a client-server architecture. The game design seeks to create an immersive play experience by enabling thousands of players to interact with … Continue reading Pattern: Seamless World Game Server

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Mysterious Monoliths by John Picken

Pattern: Monolithic Architecture

A description of the Monolithic Architecture pattern as it applies to multiplayer game server architecture.

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Vodafone Innovation Park Labs

Pattern: Distributed Network Connections

Use the Distributed Network Connections pattern to maximize the number of connected clients with minimal impact on game server performance.

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Me balance cookeys

Pattern: Client Side Load Balancing

Problem How do we ensure a balanced distribution of client connections across a set of connection servers in a distributed game server architecture? Context We are developing the server for a massively multiplayer online game with a client-server architecture. The game design seeks to create an immersive play experience by enabling thousands of players to connect simultaneously … Continue reading Pattern: Client Side Load Balancing

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Pattern: Map-Centric Game Server

Problem How do we distribute the load of running core game play functionality across multiple processes to support thousands of concurrent players? Context We are developing the server for a massively multiplayer online game with a client-server architecture. The game design seeks to create an immersive play experience by enabling thousands of players to interact with each other in a … Continue reading Pattern: Map-Centric Game Server

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If you have feedback, corrections, or questions about any of the patterns you see at Engines of Delight, please leave a comment on this page, or any of the specific pattern posts.

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