Re:MMO Architecture: Source of truth, Dataflows, I/O bottlen...
by gabereiser on Friday September 29, 2023 @09:23PM
(#37712022)
On the backend, you aren’t limited to sub 16ms frame rates and can use languages that provide more productivity vs performance. I have infinite cloud compute, but you only have 4ghz and 16gb ram. I’ll send you highly optimized c++ and use ruby as my cloud language, it doesn’t matter.
You’ll frequently find Java, C#, Go, and Python as backend rpc/tcp game servers.
Re:MMO Architecture: Source of truth, Dataflows, I/O bottlen...
by jfim on Saturday September 30, 2023 @12:21PM
(#37716951)
Interestingly enough, Jeff Kesselman was working on Java middleware for MMOs at Sun Microsystems before the Oracle acquisition. See https://en.m.wikipedia.org/wiki/Project_Darkstar
There's definitely some value in using more productive languages for the backend services, as they're not as latency sensitive as rendering.
Would you choose to author an MMO backend in one of those friendlier ecosystems?
Do you think there's value in having access to other Java applications, to embed as libraries of your grander "in memory" ideas?