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Details on EVE Online's server infrastructure
- jswinghammer 16y agoBefore I had my daughter I played this game all the time. The politics, drama, and complexity of the game are very compelling. Their infrastructure and design always impressed me. Keeping the whole world in one instance makes for a lot more fun when playing with people you know.
- stcredzero 16y agoAlso a former player. They do have instances, but they are based on locations, like star systems. I think someone should rewrite the drive mechanics so that instances are attached to reference frames. (Which have a fictional physics upper limit on the number of ships that can join to prevent lag.) This way, a battle could rage in a particular system, but it would consist of many encounters. Such a system would load-balance itself!
- mattmanser 16y agoHehe, one of the most compelling features of Eve Online is inventing ways to make the game better. I'm sure I've spent more time discussing that on forums and with friends than I ever did playing it. Then again, though the battles are extremely short it's the most exhilarating battle I've ever had in an online game, the death penalty is pretty harsh so you do get real adrenaline rushes. Pity they're always so hard to find. I can still remember most of my non-trivial ship losses.
- stcredzero 16y agoThen again, though the battles are extremely short it's the most exhilarating battle I've ever had in an online game Carriers/Dreadnoughts vs. a fleet of non-capital ships. This can go on for a very long time. If you're on the non-capital side, you can die quickly, but you'll still be listening in to an exciting event.
- siculars 16y agoEVE has a single instance world which is a much more difficult problem than what WOW has to deal with. WOW basically caps the total amount of people that can be in one instance (or at least they used to, haven't played in a few years). It kinda boils down to a massive supercomputer simulation where your limiting factor is the speed, but more specifically latency of communication between servers. Notice how this upgrade brings them far greater internal networking capabilities which should mitigate performance pressure from growth for the time being. If you look at their hardware you can kinda glimpse how their software stack might function: TQ Tech Details: (Not the whole system, just what runs TQ) Servers 64 x IBM HS21 2x Dual Core 3.33GHz CPU's 32GB of RAM Each 1x72GB HDD Each 2 x IBM X3850 M2's 2x Six Core 2.66GHz 128GB of RAM 4 x 146GB HDD Cores - 280 total Cores - ~1 THz RAM - 2.3TB of Total RAM Storage - 4.8TB of Local Storage - 2TB of SSD SAN - 256GB of RAM SAN Network - Gigabit Ethernet - 4Gb/s Fiber Channel
- sp332 16y agoEVE is also one of the major contributors to Stackless Python. The EVE client and apparently quite a lot of the server-side software are written in Stackless.
- deleted 16y ago[deleted]
- Aaronontheweb 16y agoThe WOW dungeons are instanced but the worlds aren't - in WOTLK there used to be a major problem with the new World Battleground (Wintergrasp) where hundreds of players would be playing in it at once and the entire zone would become unusable. Eventually they fixed that by instancing it.
- Retric 16y agoWoW uses Shards to split the game world into several servers and then Instances to split off players from each Shard. Eve does the same thing with missions but only has one Shard. The difference is if you meet a Eve player in real life your characters can meet in game, but in WoW it's unlikely for two random people to play on the same shard/server.
- Aaronontheweb 16y agoGotta hand it to MMOs when it comes to architecture - they have some very unique problems to deal with. Sending media-heavy data back to a number of widely dispersed clients in real time has to take the cake in my book, not to mention continuously writing that same data back onto a database (you log in the same place as you logged out, don't you?) I'd imagine the media messages they send to clients are a continuous broadcast of 3D coordinates and audio processing signals for player characters but I honestly have no idea. I'd love to learn more about it.
- seunosewa 16y agoThey don't send "media-heavy data" back to clients, actually. All the media comes with your installation DVD. Used to play Eve over dial-up.
- Aaronontheweb 16y ago/facepalm The network has to send you coordinates about where you and every other player are in relation to each other so your view of the gameworld is synchronized. Had you actually read what I wrote you would have understood my meaning.
- houseabsolute 16y agoI get so used to my tens of thousands of cores that I forget the amazing things that can be done with far less . . . only two hundred cores! Only two terabytes of RAM! Astounding.