Topic: Single Shard MMO architecture

This article is now three years old but, I thought, really rather interesting.

Warning:  High level of geekness.

http://www.gamasutra.com/view/feature/1 … hp?print=1

2 (edited by Martha Stuart 2013-06-27 02:16:55)

Re: Single Shard MMO architecture

this article was posted on PCGamer a few days ago,  its about how EVE's server is run on  a classified military Supercomputer.  They were one of, if not the first, commercial company to get access to it.

http://www.pcgamer.com/2013/06/15/eve-online/

Anyone care to throw down some money so AC can get a supercomputer?  Personally, I would rather have the supercomputer than the mission patch,  but that's just me sad

3 (edited by Ludlow Bursar 2013-06-27 17:18:42)

Re: Single Shard MMO architecture

I was trying to come up with a way that a single shard world could be split into nodes to spread the load caused by player clustering when the world in question has no natural delineations such as solar systems or islands but was instead one gigantic seamless planet of continents and seas.

What I'm currently trying is something rather like a mash up between mobile telephone masts and their overlapping cells of coverage combined with the way IP routing works out the fastest path to destination. If a clustering event occurs information about player positions and actions can be split between a number of nodes which cover that area.

Feel a bit out of my depth atm but I'm sure I'll get it working. I think the idea is sound though.

Re: Single Shard MMO architecture

So similar to an ARP table updating, in a virtual game world kind of way?  like multiple routers all talking to each other when an address has been added/removed?