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Ask HN: MMO game servers - how are they written?

8 pointsby acron0almost 12 years ago
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.

2 comments

zzzzz_almost 12 years ago
<a href="https:&#x2F;&#x2F;github.com&#x2F;NetEase&#x2F;pomelo&#x2F;wiki&#x2F;Architecture-overview-of-pomelo" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;NetEase&#x2F;pomelo&#x2F;wiki&#x2F;Architecture-overview...</a><p>There is this open source game server; the architecture overview page shows you the typical MMO architecture...<p>There&#x27;s also a demo called LordOfPomelo; a fully functioning MMO written in Node.js:<p><a href="https:&#x2F;&#x2F;github.com&#x2F;NetEase&#x2F;pomelo&#x2F;wiki&#x2F;Introduction-to--Lord-of-Pomelo" rel="nofollow">https:&#x2F;&#x2F;github.com&#x2F;NetEase&#x2F;pomelo&#x2F;wiki&#x2F;Introduction-to--Lord...</a>
octo_talmost 12 years ago
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.