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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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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 ...
waleed's user avatar
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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 ...
Karlos Margaritos'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 ...
userx'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 ...
user1170395's user avatar
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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 ...
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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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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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2 answers
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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? ...
adrix89's user avatar
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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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33 votes
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 ...
Marc Müller's user avatar
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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