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Ask HN: MMO game servers - how are they written?
8 points by acron0 on June 19, 2013 | hide | past | favorite | 2 comments
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...

There is no commercial motivation behind this question, I am just genuinely interested.



https://github.com/NetEase/pomelo/wiki/Architecture-overview...

There is this open source game server; the architecture overview page shows you the typical MMO architecture...

There's also a demo called LordOfPomelo; a fully functioning MMO written in Node.js:

https://github.com/NetEase/pomelo/wiki/Introduction-to--Lord...


Start out by working what you need to have communicated between 1 player and the server.

Then think what you need to communicate between two different players in the game.




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