How do we distribute the load of running core game play functionality across multiple processes to support thousands of concurrent players?
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→
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!
In a recent post I described how to assess the impacts of our game’s key design features on the server architecture. In this post I’ll describe a way to develop a high level estimate of the amount of work our server will have to do, to help us know what to build.
The Server Loop as a Model
Developing the architecture for our game server requires making trade-offs. Knowing how to do this requires a general understanding of the operations the server will perform, and the amount of work required.
How do we ensure a balanced distribution of client connections across a set of connection servers in a distributed game server architecture?
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: Client Side Load Balancing→
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→