- 2-Tier
- 3-Tier
- Actor
- Agile Development
- Antipattern
- Architectural Pattern
- Architectural Style
- Architecture
- Architecture Pattern
- Architecture Style
- Artifactory
- Asynchronous I/O
- Automated Testing
- Big-O
- Character
- Client-Server
- Code Smell
- Collective Code Ownership
- Concurrency
- Connection Server
- Consensus Algorithm
- Continunous Integration
- Core Game Functionality
- DDL
- Deploy
- Deployment Architecture
- Design Pattern
- Development Environment
- DevOps
- Engineering Risk
- First Person Shooter
- FPS
- Functional Decomposition
- Game Loop
- Game Object
- Gossip Protocol
- Hardware Load Balancing Device
- Horizontal Scaling
- Massively Multiplayer Online First Person Shooter
- Massively Multiplayer Online Game
- Massively Multiplayer Online Real-Time Strategy Game
- Massively Multiplayer Online Role-playing Game
- Massively Multiplayer Online Sandbox
- Maven
- Microservice
- MMO
- MMOFPS
- MMOG
- MMORPG
- MMORTS
- MMOS
- MMP
- MOBA
- Multiplayer
- Multiplayer Online Battle Arena
- Multiplexing
- n-Tier
- Non-Player Character
- Open World Game
- Player Character
- Problem Statement
- Real-Time Strategy Game
- Role-playing Game
- RPG
- RTS
- Sandbox
- Scalability
- Server
- Server Frame
- Server Loop
- Service-Oriented Architecture
- Singleton
- Software Entropy
- State
- Stateful and Stateless
- SWAG
- Use Case
- Value Space
- Version Control System
- Vertical Scaling