Tag Archives: instance

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 each other in a single huge virtual world. Continue reading Pattern: Seamless World Game Server

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 with each other in a shared virtual world. Continue reading Pattern: Responsibility-Oriented Game Server

Invest in your Development Environment

Software architecture is about the big picture of development. It’s also about identifying and managing engineering risk. The development team is at the nexus of these two concepts. The team is your greatest asset, and the greatest contributor to the success of any software architecture. The big picture revolves around the development team and its ability to create the software for your game.

The team’s development environment is a cornerstone of its ability to deliver. A team with inadequate tools or support to do the work required is at least inefficient, if not ineffective. A team with an inferior development environment is a likely source of engineering risk. Continue reading Invest in your Development Environment

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 shared virtual world. Continue reading Pattern: Map-Centric Game Server

Vodafone Innovation Park Labs

Pattern: Distributed Network Connections

Problem

How do we support the greatest number of concurrent client connections to our multiplayer game server?

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 to the same virtual world. Continue reading Pattern: Distributed Network Connections

Mysterious Monoliths by John Picken

Pattern: Monolithic Architecture

Problem

What is the game server’s deployment architecture?

Context

We are developing the server for a multiplayer online game with a client-server architecture.

The game design seeks to create engaging game play within fixed technical and resource constraints. It trades game play features against number of concurrent players, player immersion, and size or complexity of the game world to simplify implementation, deployment, and maintenance. Continue reading Pattern: Monolithic Architecture