Super interesting content! I'm not interested in making MMO in any way, but I really like the challenges coming with such genre and your video of demonstrating and overcoming them.
Thanks! In theory it doesn't have an upper limit to how many players it can handle However there will be a bottleneck with how many players can be close together. Servers can scale horizontally to cater for new players and are synchronised together when players are nearby (via message queues) This will be more dynamic than zoned instances It'll be hard to answer 'how many players can be nearby' at this time as it will depend on many factors (including definition of what is nearby) MVP is still a little while away though 😅 What do you mean by 'channels' by the way? :)
@@unreal-dev-with-yaz by channels he means how some mmorpgs seperate players on the same map into different channels handled by different servers to accomodate for the high synchronizations problem (within zoned instances ie maps) . Btw great content! I was looking into mmo architecture and what to use, will go with this as micronaut is lightweight compared to spring, and kafka for scalability
Super interesting content! I'm not interested in making MMO in any way, but I really like the challenges coming with such genre and your video of demonstrating and overcoming them.
Awesome Project mate! How many Players can it handle? Did u thought of multiple "Channels" ? Keep it up!
Thanks!
In theory it doesn't have an upper limit to how many players it can handle
However there will be a bottleneck with how many players can be close together.
Servers can scale horizontally to cater for new players and are synchronised together when players are nearby (via message queues)
This will be more dynamic than zoned instances
It'll be hard to answer 'how many players can be nearby' at this time as it will depend on many factors (including definition of what is nearby)
MVP is still a little while away though 😅
What do you mean by 'channels' by the way? :)
@@unreal-dev-with-yaz by channels he means how some mmorpgs seperate players on the same map into different channels handled by different servers to accomodate for the high synchronizations problem (within zoned instances ie maps)
.
Btw great content! I was looking into mmo architecture and what to use, will go with this as micronaut is lightweight compared to spring, and kafka for scalability