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MMO Architecture: Optimizing Server Performance with Lockless Queues (prdeving.wordpress.com)
1 point by buba on Jan 2, 2025 | hide | past | favorite | 2 comments


Im at the stage where Im having dreams regularly about mmo architecture design and this is a good intro article to the topic. My big challenge is in the data size and speeds required for such a high tick rate with physics objects instead of just binary presses such as in most mmos. (in godot 4.4)

/goes back to thinking about the fastest in-mem DBs and how they might work in such a stack


tbh i'm in the same state, actually working in a PoC architecture to stress the theory (https://github.com/PRDeving/MMO).

Regarding DBs...MMOs don't rely on them that much, it's safe to have everything in memory and persiste from time to time, and if it goes down, you just pull the backup and are good to go.




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