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[Discussion] Amazing Networking MMO Server Software O_O

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http://muchdifferent.com/?page=game-pikkotekk-pikkoserver

All I can say after reading through the above is o m g.

This is a 1000 player battle done with their tech
https://www.youtube.com/watch?v=5XJMRQ2_uUw&feature=related

Yes, a FPS game that could handle 1000 players per field! Nevermind the old 64, now it's 1000.


They recommend this for dbs
http://docs.basho.com/riak/latest/

It is apparently being used in Unity and is also being integrated with UDK. They also have a unity plugin for 550 euros per title (indie).
 
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This is a 1000 player battle done with their tech
https://www.youtube.com/watch?v=5XJMRQ2_uUw&feature=related

Yes, a FPS game that could handle 1000 players per field! Nevermind the old 64, now it's 1000.

picard-facepalm_reasonably_small.jpg


What you don't realize is that one of the reasons behind fewer people is rendering the game and delay.

When it comes to fps, I rather player with fewer players and then it is not just a flat terrain with a 1000 people on it.

About the AI. I don't know how much the AI did.
But making "AI" that moves towards the nearest player is not really impressive on a flat surface.

Also, are the players positions updated by the individual client or server? Big difference in computing right there.


Example:
I send 10000 messages in about 2 seconds.
(This is using NodeJS and a Browser. Both rather slow compared to what a Desktop and C++ server should be able to.

io.sockets.on("connection", function (socket) {



for (var i = 0; i <= 10000; i++)
{
counter += 1;
io.sockets.emit("message", 'Number: ' + counter );
}
counter = 0;




});


No real computing here, just sending updates. So if the player is handled client-side its easy.



Just saying.. remember http://www.youtube.com/watch?v=00gAbgBu8R4 ?
How did that turn out?


MMO's have been doing this for years. And looking better at it, So besides being a neat record, I would start to learn programming and see how easy it is to update a 1000 player positions.
 
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I know how to program... the things that really impressed me were their server layout and their zone management mast design. The mast design for zone management was incredibly innovative.

The servers also handle much more than updating player positions -.-.

Read their web page (the server one) before you go bleh bleh bleh. It's very different from traditional MMO server software and it does very different server layouts as well.

Don't paint me as an idiot that just watched the video and did 0 research.

edit
Oh yes, and they are using Erlang, which is another plus in my book
 

Dr Super Good

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Also, are the players positions updated by the individual client or server? Big difference in computing right there.
It has to be done via the servers as the servers are the only computation source you can trust. Also non-server connections such as those in households mostly lack the upload to cope with streaming large amounts of data in a timely way,
 
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