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Re:The One Man MMO Project by Jasper_ on Friday September 27, 2019 @12:05PM (#21093431)
In memory. MMO servers store all world state in memory, and each server has a capacity usually in the 10,000 player range.

You'd be impressed how fast computers actually are -- 10,000 objects isn't actually that many. Since the server knows where all clients know, the server knows what the client can see, and the server only has to update the client with relevant information, like the 100 closest players to it.

Re:The One Man MMO Project by TylerE on Friday September 27, 2019 @12:28PM (#21093680)
Generally the server does not in fact know what all the players are doing. They're sharded at the most granular possible level (typically a zone or instance) so any server instance knows about no more than 50-100 players.
Re:The One Man MMO Project by jmnicolas on Friday September 27, 2019 @12:29PM (#21093694)
> 10,000 objects isn't actually that many

Yeah but these 10k objects are containing themselves many more objects (item inventory, proximity mobs etc).

Re:The One Man MMO Project by RussianCow on Friday September 27, 2019 @12:47PM (#21093842)
Not just that, but you have to do physics and other calculations on each object and even between objects many times per second. So if your server handles 20 ticks per second, you only have a budget of 50ms per tick. Even on a beefy, many-core server, that's a lot to do in not a lot of time, and you can't afford to have any inconsistencies with performance (like GC stalling for several ticks).