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    copied!<p>Because MMOs by and large require the resources of a business to develop and deploy, at which point they are valuable company IP, there isn't a ton of publicly available information about implementations.</p> <p>One thing that is fairly certain is that since MMOs by and large use a custom client and 3D renderer they don't use HTTP because they aren't web browsers. Online games are going to have their own protocols built on top of TCP/IP or UDP.</p> <p>The game simulations themselves will be built using the same techniques as any networked 3D game, so you can look towards resources for that problem domain to learn more.</p> <p>For the big daddy, World of Warcraft, we can guess that their database is Oracle because Blizzard's job listings frequently cite Oracle experience as a requirement/plus. They use Lua for user interface scripting. C++ and OpenGL (for Mac) and Direct3D (for PC) can be assumed as the implementation languages for the game clients because that's what games are made with.</p> <p>One company that is cool about discussing their implementation is CCP, creators of Eve online. They have published a number of presentations and articles about Eve's infrastructure, and it is a particularly interesting case because they use Stackless Python for a lot of Eve's implementation.</p> <p><a href="http://www.disinterest.org/resource/PyCon2006-StacklessInEve.wmv" rel="nofollow noreferrer">http://www.disinterest.org/resource/PyCon2006-StacklessInEve.wmv</a> <a href="http://us.pycon.org/2009/conference/schedule/event/91/" rel="nofollow noreferrer">http://us.pycon.org/2009/conference/schedule/event/91/</a></p> <p>There was also a recent Game Developer Magazine article on Eve's architecture:</p> <p><a href="https://store.cmpgame.com/product/3359/Game-Developer-June%7B47%7DJuly-2009-Issue---Digital-Edition" rel="nofollow noreferrer">https://store.cmpgame.com/product/3359/Game-Developer-June%7B47%7DJuly-2009-Issue---Digital-Edition</a></p>
 

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