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Questions tagged [scalability]

Scalability is the ability of a system, network, or process, to handle growing amounts of work in a graceful manner, or its ability to be enlarged to accommodate that growth. A scalable system can adopt to a growing demand (e.g. a growing number of users).

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I am developing mobile game and I am stuck on an issue regarding proper player stats scaling based on level. As a parameters for the computation we have: base XP value multiple increment values (for ...
Jakub M's user avatar
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I don't need an exact number but I want to know roughly how many MySQL servers do I need to rent if I were to develop an online RPG game that has roughly 100000 users per day (assuming on average 1 ...
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We are building a racing multiplayer game using Mirror and Unity and we've been able to successfully run the authoritative server on AWS-Gamelift and Playfab so far. Both providers are with the ...
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I am building a turn based multiplayer simulation game that at the end of each turn takes all of the users inputs/actions then compiles all the data and interactions returning the result of the ...
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I want to make 2D MMORPG in a post-apocalyptic world. I would like to make the game world seamless and big, with big battles for the players. Something similar is in Eve Online (in 3D), but I do not ...
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I started a 2D Boardgame project and my partner decided to go with state pattern for the entire project so basically we sat down and thought about the states we need and we implemented like each scene ...
itsloop's user avatar
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I am fairly new to game designing and am trying to design game engine architecture for MMOG poker game. My major problem is scalability. Old Legacy code written in python runs everything on single ...
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I have been developing a game engine, and have been discovering and reading up on game technologies such as anisotropic filtering, ambient occlusion, anti-aliasing, etc. Usually in games, you can ...
Java Man Tea Man's user avatar
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I am developing an 2d open world mmorpg game for learning purposes, and have a issue with big maps. A year ago i developed 2d open world single player / co-op game. It saved map in chunks, and AI for ...
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i'm making a small 2D game, designed the maps with Tiled, and adding "basic" world object/items/npcs/mobs to test it a bit and have fun. Now i have encountered a relatively huge problem, with further ...
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I'm working with some people who have a prototype game in Unity and may need to scale it up to address a larger user base. The potential application has the following characteristics: Sessions are ...
Namey's user avatar
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11 votes
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Imagine a open-world of 500+ players with data changing as fast as 20 updates/player/second. Last time I worked in a similar MMORPG, it used SQL, so obvioulsy it couldn't query the DB all the time. ...
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Has anyone tested and collected some data about how well does Minecraft SMP scale, with an increasing number of players (up to large amounts of players)? I.e. the bottlenecks are: mostly in the ...
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You can think of my application as drawing a very large ball-and-stick diagram (or graph). At times, this graph can get very large, where the number of elements even outnumbers the pixels on the ...
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I'm trying to write a general purpose socket server for a game I'm working on. I know I could very well use already built servers like SmartFox and Photon, but I wan't to go through the pain of ...
Saad Imran.'s user avatar
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1 answer
536 views

I've seen some games from the early 2000s that had a launcher where you could select the rendering engine you wanted to use: DirectX or OpenGL. Maybe I haven't looked hard enough, but I haven't seen ...
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Are there any resources and documentation on how current MMOs handle the action and movement data from the compression to the handling on the client? Any resources for movement prediction algorithms? ...
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I'm thinking of making a MMO server, and I've been looking at how other games structure their network. One of the things I've noticed is that there's always a Login server and then the game server(s). ...
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27 votes
4 answers
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I believe it's a common requirement of MMOs that processing for a single shard or realm can be done over several servers to ease the load. I'm curious as to how this can be done whilst maintaining a ...
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A log of game events (as opposed to error / debug logs) for an entire cluster/shard is very useful for a commercial MMO that is in a live production environment, providing vital support for customer ...
Charles Ellis's user avatar
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7 answers
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Assume you have a game in which there are many (many many) entities serving some functions, not all of which are constantly needed or need to be considered in every frame. The concrete problem I am ...
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6 votes
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I am looking for tips to profile the server side game loop of a Java program for CPU usage. I tried to use the TPTP plugin for Eclipse so far. The problem I am having is that it is really slow. For ...
Hendrik Brummermann's user avatar
75 votes
6 answers
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Based on Why is it so hard to develop a MMO?: Networked game development is not trivial; there are large obstacles to overcome in not only latency, but cheat prevention, state management and load ...
Tamara Wijsman's user avatar