This is something that has garnered my latent curiosity years. I appreciate that it changes from game to game and can often be dictated by the design of the game, but imagining a vanilla, MMORPG 101, where would I start with an architecture design for this? Does anyone have any resources that discuss commonly-used architecture for these kinds of games? I am familiar with the EVE set up but only as almost a canonical example of how to do it differently...<p>There is no commercial motivation behind this question, I am just genuinely interested.
<a href="https://github.com/NetEase/pomelo/wiki/Architecture-overview-of-pomelo" rel="nofollow">https://github.com/NetEase/pomelo/wiki/Architecture-overview...</a><p>There is this open source game server; the architecture overview page shows you the typical MMO architecture...<p>There's also a demo called LordOfPomelo; a fully functioning MMO written in Node.js:<p><a href="https://github.com/NetEase/pomelo/wiki/Introduction-to--Lord-of-Pomelo" rel="nofollow">https://github.com/NetEase/pomelo/wiki/Introduction-to--Lord...</a>
Start out by working what you need to have communicated between 1 player and the server.<p>Then think what you need to communicate between two different players in the game.