Building Scaleable Middleware for MMORPGs
CowboyRobot writes "ACM Queue has an article exploring the challenges of developing a reliable platform for an MMORPG, specifically looking at Wish by Mutable Realms. From the article: 'A common scalability problem for distributed multiplayer games relates to managing distributed sets of objects... A player may not be a member of more than one guild, or a guild may have at most one level-5 mage (magician). In computing terms, implementing such behavior boils down to performing membership tests on sets of distributed objects.'"
Surely this is a classic example of the Manager pattern. You have a bunch of objects [Avatar] (all alike, at least programmatically
The trade-off in terms of scalability is in frequency versus computation. If the operation is commonplace (such as moving around), then a distributed system has a problem. If the operation is not commonplace (such as joining a guild!) then it's painless to use the 'choke' of a manager class to resolve any issues.
Even in the commonplace situation, I would have thought it useful to use overseer-objects whose job it is to remove the extra (unnecessary) information from the problem before trying to solve it... There's no need to care about the avatar in sector (-1000,-1000) if we're currently in sector (0,0)...
It's a cliche, but the rule is 'divide and conquer'. Screaming and leaping is a satisfactory, but usually fatal approach to problem solving, unless you're Kzin.
Simon
Physicists get Hadrons!
You make major one major, major sacrifice for so many simultaenously players in Wish. Movement is point and click. It feels like you're playing a strategy game rather than living in a real world. Those of you complaining that you can't joust and dodge in today's MMOs will hate the stilted movement mechanism of Wish, where the path you take is left to a pathing routine.
"At ZeroC we used Java because some of our development staff had little prior C++ experience..."
"...however, a few of us had previously built a commercial object request broker..."
"...designing and implementing middleware is difficult and costly, even with many years of experience. If you are looking for middleware, chances are that you will be better off buying it than building it."
Frankly, I'd feel rather uncomfortable using ICE 1.0 as middleware for my new MMORPG. Yes they could succeed and do a nice job, but that rarely happens especially in the world of MMOs where nearly all games are released way too early in beta form.