More on MMO Architecture:
- MMO Architecture: Source of truth, Dataflows, I/O bottlenecks and how to solve them
- MMO Architecture: client connections, sockets, threads and connection-oriented servers
- MMO Architecture: Optimizing Server Performance with Lockless Queues
Building an MMO feels a lot like herding cats, noisy, frantic, unpredictable and forever on the brink of half of them running into the road. The question is how to keep everything from descending into chaos when tens of thousands of players decide to storm your virtual castle at the same time.
In Massively Multiplayer Online (MMO) games, ensuring a seamless and immersive experience for thousands of players simultaneously is a monumental chore. At the heart of this challenge lies the architecture that governs how game servers manage player interactions, world events, and resource distribution. A pivotal component of this architecture—and the main focus of this post—is area-based sharding, a strategy that divides the game world into manageable sections (often called “zones”), each overseen by dedicated servers.
So, your players are laying siege to a castle, and your servers are silently screaming for mercy. How do you handle this digital nightmare without devolving into a lag-ridden slideshow for everyone in your online world?
Continue reading “MMO Architecture: Area-Based Sharding, Shared State, and the Art of Herding Digital Cats”