We got 1500 players at US Public Server #1. 100kbit/s per user, i'm gonna optimize it.
Game logic is entirely server-side. I do not think that the bots will survive in this madhouse with lags and lot of randoms :)
Game is connected to Java over websocket through haproxy. I'm going to remove haproxy as soon as i discover solution for a few backend problems.
UI. Scoreboards, Chat, Single Page Application.
WebSockets
I'm sure that MMO game can be written on: Go, Java, JS (node.js), Dart, Kotlin, Scala. The point is that we need a strong backend and ability to use common code on the client and server.
I'll enable webgl renderer ASAP. At this moment it have some bugs.
1) HaProxy + Jetty 2) very tricky. I will write an article on this topic.
I already implemented webgl renderer, but it has some bugs. I will switch it on ASAP. Both 2d and webgl renderer has the same interface, but different kind of optimizations, so there's no point to use webgl without…
We're using kill chain :)
Pardon my English. Team consists of two programmers and four helpers, we live in different cities near Moscow. I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network…
We got 1500 players at US Public Server #1. 100kbit/s per user, i'm gonna optimize it.
Game logic is entirely server-side. I do not think that the bots will survive in this madhouse with lags and lot of randoms :)
Game is connected to Java over websocket through haproxy. I'm going to remove haproxy as soon as i discover solution for a few backend problems.
UI. Scoreboards, Chat, Single Page Application.
WebSockets
I'm sure that MMO game can be written on: Go, Java, JS (node.js), Dart, Kotlin, Scala. The point is that we need a strong backend and ability to use common code on the client and server.
I'll enable webgl renderer ASAP. At this moment it have some bugs.
1) HaProxy + Jetty 2) very tricky. I will write an article on this topic.
I already implemented webgl renderer, but it has some bugs. I will switch it on ASAP. Both 2d and webgl renderer has the same interface, but different kind of optimizations, so there's no point to use webgl without…
We're using kill chain :)
Pardon my English. Team consists of two programmers and four helpers, we live in different cities near Moscow. I started developing the game in April, published link at habrahabr.ru and since then i'm optimizing network…