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.
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→
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→
I have a Seiko analog watch that needs repair. When I pull out the crown to set the time, the movement stops. This is normal. But when I push the crown back in, the movement doesn’t resume right away. It sometimes takes several minutes for it to start ticking again.
I love this watch. My wife gave it to me for our anniversary years ago, and I’ve worn it daily ever since. I’m definitely going to have it repaired. Administrivia isn’t my strong suit, though, so I haven’t gotten around to it yet.
Meanwhile, I keep wearing it. I’ve learned that if I just stop messing with it, I can still rely on it to keep time. Now, I just remember the offset between the actual time and my watch’s time and do the head math. This works because the watch is consistent, and I’ve become consistent in using it this way. Continue reading Consistency FTW!→
I’m a veteran software engineer and game developer, and I’ve done server-side development on large-scaleMMO projects for several years. I’ve written server code for game systems, networking, movement and physics, persistence, back-end support services, and various tools that support all that. Continue reading About Matthew Walker→