All right, so we all pretty-much understand the basic architecture that most of the modern MMOG systems are using...
So what about an online RPG/FPS? How on earth are servers going to be able to handle all that information, and update it in a quickly enough?
One specific game that comes to mind when I think about an RPG/FPS is the upcoming PlanetSide
Cheers,
Raymondo
[edited by - raymondo on January 26, 2003 6:46:50 PM]
MMOG Server Architecture
raymondo - keep in mind that very few MMO projects hit their shipping date So you aren''t the only one wondering how to get this done right...
Planetside looks pretty cool IMO, but yeah, they will have some lag issues I''m guessing. I''d imagine they''ll use UDP to stream the data, and use client-side prediction to fill the gaps. Pretty standard stuff, but it works well for FPS games. Planetside isn''t just a MMO FPS though, looks like they''ll have some other cool gameplay features (along with persistence).
As far as updating the client in a RTS goes, I think the key here is entity density. If you have a huge game world, then you are likely to have only as many units in an area as you would in a game like WarCraft3, or StarCraft (I''m a blizzard fan, sorry). Also, notice you control fewer units in WC3 I''m currently working on a project that is MMORTS. I use a small number of units per player, in conjunction with huge areas to minimize the entity density of a given update region.
Planetside looks pretty cool IMO, but yeah, they will have some lag issues I''m guessing. I''d imagine they''ll use UDP to stream the data, and use client-side prediction to fill the gaps. Pretty standard stuff, but it works well for FPS games. Planetside isn''t just a MMO FPS though, looks like they''ll have some other cool gameplay features (along with persistence).
As far as updating the client in a RTS goes, I think the key here is entity density. If you have a huge game world, then you are likely to have only as many units in an area as you would in a game like WarCraft3, or StarCraft (I''m a blizzard fan, sorry). Also, notice you control fewer units in WC3 I''m currently working on a project that is MMORTS. I use a small number of units per player, in conjunction with huge areas to minimize the entity density of a given update region.
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