I've just read a interesting article at IBM developerWorks discussing MMO backend architecture.
Using this kind of architecture, any modern game engine which provides the typical MOG game tools (such as Unity) can be used as a MMO platform, as long as the web glue between MOG instances is seamless. I've done this, using Python/Pylons, and it works well.
If Unity Technologies is to compete effectively for MMO developer attention, they need to provide a headless server which can run on Linux. Once this last piece is in place, it will become a viable option for MMO type projects.
Thursday, October 02, 2008
Subscribe to:
Post Comments (Atom)
Popular Posts
-
These are the robots I've been working on for the last 12 months. They each weigh about 11 tonnes and have a 17 meter reach. The control...
-
This hard-to-see screenshot is a Generic Node Graph Editing framework I'm building. I'm hoping it can be used for any kind of node...
-
After my last post, I decided to benchmark the scaling properties of Stackless, Kamaelia, Fibra using the same hackysack algorithm. Left axi...
-
So, you've created a car prefab using WheelCollider components, and now you can apply a motorTorque to make the whole thing move along. ...
-
It is about 8 degrees C this morning. So cold, especially when last week we had high twenties. To help solve the problem, a friend suggeste...
-
At the last few GameJams, I've seen an increase in the use of RAD game tools, some of them even being developed by the participants them...
-
MiddleMan: A Pub/Sub and Request/Response server in Go. This is my first Go project. It is a rewrite of an existing Python server, based o...
-
I've just uploaded Fibra 2 to the cheeseshop. Fibra 2 includes the promised non-blocking plugin, which allows a generator based task to...
-
I've just read a newspaper article (courtesy of Kranzky ) from WA Business News documenting the malfeasance, gross negligence and misc...
-
#!/usr/bin/env python import io import asyncio import websockets import logging import collections logger = logging.getLogger('w...
1 comment:
I'm a bit confused: the article talks about an MMO game architecture but almost immediate concedes that you already need the server and client software set up. So what exactly are they providing? Querying the database is one of the smaller problems and you wouldn't waste performance by wrapping that up in unnecessary HTTP requests.
They also seem to be assuming geographical partitioning of the world with slow transitions between them, which is not suitable for many types of game.
Post a Comment