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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
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nullbear

Entropia Universe MMO Model

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I was impressed by the enormous and seemingly seamless open worlds in entropia Universe, and i became curious about how they managed to keep such huge game worlds nearly completely lag-free despite having plenty of active players and only one visible server for each planet.

Does anyone have any idea how they do it?
 

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I know that they do a lot of movement client-side -- when they launched, I tried playing it, and it took many minutes for their client to realize that the servers had gone down, and meanwhile, I was running around the world just fine :-) That was a long time ago, but I doubt they changed much since then.

A "visible server" is only a place (IP+port) where you send your packets. That could easily be a load-balancer, or a gateway, or perhaps some good hardware that just doesn't have to work hard because most real-time information is client-only.
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would you have any suggestions on how i could accomplish a similar system, without purchasing thousand dollar servers and hardware?
note, im not planning on making an MMO game, just a multiplayer game that caters to a limit of 32 people at a time, while keeping a persistent and large open world.

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For 32 players, you need to be able to load/unload parts of the world on demand in a streaming fashion, but otherwise you can do that with brute force. That can be dealt with on an EC2 micro instance, which you get for a year for free when you sign up at aws.amazon.com. Forward mutual updates for players that are within a kilometer of each other, or something. The main problem will be in building a large scale world -- that's a lot of assets! That, and asynchronous loading of bits of the world as they become "important" to the simulation.
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