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Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
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Deterministic Simulation - What modern online games can learn from the Game B...David Salz
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Presentation on MMOG architecture given to several app development groups interested in moving into the game design world. Much of this content was inspired by t-machine.org.
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
Albion Online is a cross-platform sandbox MMO RPG game. This talk takes you behind the (technical) scenes. We will take a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk will describe how we use Unity (and which features we do not use, which is just as important!)
Building a World in the Clouds: MMO Architecture on AWS (MBL304) | AWS re:Inv...Amazon Web Services
Can you really build the infrastructure required to bring a massively multiplayer online game (MMO) to life in the cloud? This session discusses the evolution of Red 5 Studios' FireFall—a free-to-play MMO. FireFall runs entirely on the AWS platform and allows players from around the world to play together in the cloud. The session covers some of the design decisions made over the last two years—the things that worked well and not so well. The session also presents some of the solutions Red 5 implemented to ease the transition from dedicated data center hardware to virtual servers in AWS.
Deterministic Simulation - What modern online games can learn from the Game B...David Salz
The Nintendo Game Boy featured multiplayer games using a link cable with very low throughput. The trick was deterministic simulation and that is still a useful technique today. This talk will take a look at how different types of online games can use deterministic simulation to reduce network traffic and gives practical tips on implementation.
Presentation on MMOG architecture given to several app development groups interested in moving into the game design world. Much of this content was inspired by t-machine.org.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
AWS를 사용하는 게임 고객사를 대상으로 ‘Amazon GameLift 세션’ 을 준비했습니다.
GameLift는 클라우드에서 세션 기반 멀티플레이 게임 서버를 배포, 운영, 조정하는 데 사용되는 완전 관리형 서비스로, 본 행사에서는 Amazon GameLift를 이용한 세션형 1:1 게임 배포 실습을 진행합니다.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
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Mi piacciono i retrogames, sin da quando ho iniziato a usare i computer con il mio amato Commodore 64 negli anni ottanta. Così nel mio (poco) tempo libero cerco di reimplementare, non come sviluppatore professionista, i giochi più semplici e coinvolgenti con cui ho giocato, portandoli sul web con JavaScript e Phaser.io. Quindi voglio condividere la mia esperienza.
Poi, dato che lavoro con Azure e i giochi diventano delle Web App, cerco di evolvere i giochi aggiungendo alcune nuove e moderne funzionalità, così per sperimentare un po' i vari servizi di Azure, soprattutto quelli che normalmente uso meno.
In this course concepts and requirements of the video game development will be taught. Students will get familiar to the fundamentals of the game industry and finally put all the learned stuff together to work on a small game project.
AWS를 사용하는 게임 고객사를 대상으로 ‘Amazon GameLift 세션’ 을 준비했습니다.
GameLift는 클라우드에서 세션 기반 멀티플레이 게임 서버를 배포, 운영, 조정하는 데 사용되는 완전 관리형 서비스로, 본 행사에서는 Amazon GameLift를 이용한 세션형 1:1 게임 배포 실습을 진행합니다.
PlayFab runs a LiveOps backend services platform that handles more than 35 million monthly active players, on more than 450 live games, from studios and publishers that include Miniclip, Rovio, Hyper Hippo, Capcom, Bandai-Namco, and Atari. Getting to that level of scalability hasn’t been easy, and this talk describes the times when PlayFab nearly went down – and what architecture changes we needed to make each time to reach the next level of growth. This talk also shares some of the unique challenges of operating a shared platform, where problems are often not PlayFab’s fault, but always PlayFab’s responsibility, including game bugs that look like DDoS attacks, platform partners who break their APIs, and the joys of cascading server failures.
This presentation is the Unity3D workshop head lines held by Amirkabir University of Technology in Tehran. An introduction to Unity3D game engine consist of history of video games, types of game engines and video game consoles. There are more details about interface and start working with Unity3D.
by: Mohsen Mirhoseini Argi
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
Write retrogames in the web and add something more with AzureMarco Parenzan
Mi piacciono i retrogames, sin da quando ho iniziato a usare i computer con il mio amato Commodore 64 negli anni ottanta. Così nel mio (poco) tempo libero cerco di reimplementare, non come sviluppatore professionista, i giochi più semplici e coinvolgenti con cui ho giocato, portandoli sul web con JavaScript e Phaser.io. Quindi voglio condividere la mia esperienza.
Poi, dato che lavoro con Azure e i giochi diventano delle Web App, cerco di evolvere i giochi aggiungendo alcune nuove e moderne funzionalità, così per sperimentare un po' i vari servizi di Azure, soprattutto quelli che normalmente uso meno.
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Engines such as Unity have gained strong popularity as a viable assistance in addressing the issue.
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When you want to build a game for fun and profit, you don't like thinking about infrastructure, but focus on business and pay only few, better if you are a startup. But when you build a distributed game, you need state, and state is costly. So having new cloud technologies moving towards serverless, seems we are reaching our goals.
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Win2D (http://microsoft.github.io/Win2D) lets Visual Studio developers tap into hardware accelerated graphics without the need to call low-level DirectX APIs. Win2D is implemented as a layer on top of Direct2D, and supports interop in both directions. In this episode, I show you how to get started with Win2D, then integrate Win2D graphics within a XAML UI canvas, and show you how to draw shapes & primitives.
Win2D is a powerful framework for app and 2D game developers alike, come learn how to get started and get involved.
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Venez le découvrir lors de cette session ignite
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For more Tendenci AMS events, check out www.tendenci.com/events
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Using IESVE for Room Loads Analysis - Australia & New Zealand
Albion Online - A Cross-Platform MMO (Unite Europe 2016, Amsterdam)
1. ALBION ONLINE: A CROSS-PLATFORM MMO
David Salz
CTO / Co-Founder
david@sandbox-interactive.com
2.
3. What is Albion Online?
Albion Online is a modern
interpretation of EVE Online with
the skill based combat from
League of Legends
ABOUT ALBION ONLINE
4. • Sandbox MMORPG
• Cross-Platform (Windows/OSX/Linux/Android/iOS)
• One World (no „Shards“ or „Servers“, not even for different platforms)
• 4 years in the making
• Currently in Closed Beta w/ 100.000+ „founding“ players
• „Release“ in Q4/2016
ABOUT ALBION ONLINE
5. • Engine Selection: Unity
• powerful, accessible
• Cross-Platform was a „target of opportunity“
• Database Selection: Cassandra, Postgres
• One world need a very scalable database, NoSQL
• still use SQL for query-heavy problems
• Networking Middleware: Photon
• UDP (reliable/unreliable), TCP
• can use C# on server (like in Unity!)
• works with all Unity platforms
MIDDLEWARE SELECTION
6. • NoSQL Database
• Originally developed by Facebook
• Open Source (Apache-License)
• written in Java
• Concept: everything is a hash table
• in-memory (as much as possible)
• optimized for high throughput
• scales horizontally (just add servers)
• redundant (no single point of failure)
• CQL: SQL-like language (w/ massive restrictions – it‘s NoSQL)
CASSANDRA
7. • Server needs to work without Unity
• Ideally, client works without Unity, too!
• think: tools, stress-test-bots!
• Use Unity only as rendering front-end
• cannot rely on Unity features for basic functions!
• levels / game objects
• collision
• pathfinding
CONSEQUENCES
9. Game Server
Game Server
Game Server
Login Server
World Server
Marketplace Server
GoldMarket Server
Statistics Server
Ranking Server
BackOffice Server
Chat Server
Client
Connect to different game
server depending on
location in game world
Game DB
(Cassandra)
Accounts DB
(Postgres)
Market DB
(Postgres)
GoldMarket DB
(Postgres)
SERVER FARM
10. • game world split into unique „clusters“ of ~ 1 km²
• current world: ~600, next world: x2
• distributed among game servers
• player changes servers when travelling
• handoff done through database (even on same server)
• World Server
• responsible for everything „global“
• guilds, parties, coordination of guild battles etc.
SERVER FARM
11.
12. IO Thread
IO ThreadNetwork IO
Thread
Event
Queue
Logging IO
Thread
Event
Scheduler
Cluster Thread
Event
Queue
Event
Scheduler
Cluster Thread
Pathfinding
Thread
Database IO
Thread
Cluster Thread makes
request
Events / Results get
put into Event Queue
Cluster polls Events from
Queue and Scheduler
GAME SERVER – THREADING MODEL
13. • Players should only „see“ (network-
wise) what‘s on their screen
• important to reduce traffic…
• … and prevent cheating!
• Needs to be efficient!
• ~500 mobs / cluster
• > 10.000 game objects (e.g. trees)
• up to 300 players
player
GAME SERVER – INTEREST MANAGEMENT
14. grid based hash (10x10m cells)
● cells contain list of objects inside
● list is updated by object itself when moving
● cells fire events:
● ObjectEnteredCell()
● ObjectLeftCell()player
● objects also fire events
● ObjectMoved()
● ObjectDestroyed()
● EventFired()
GAME SERVER – INTEREST MANAGEMENT
15. player
Interest area
Moves with player
Subscribe to objects when they
enter inner area
Unsubscribe when they leave
outer area
Tell player when:
● an object enters / leaves interest area
● an object in the area fires an event
GAME SERVER – INTEREST MANAGEMENT
16. Level consists of
„tiles“ (Unity prefabs)
Tile has 3d collider
(for mouse picking +
ground height
definition)
2d collision is painted
per tile
(blocks movement /
blocks shots / blocks
placement etc.)
Ground tile
Object (non-ground) tile
LEVEL DESIGN
18. • Character + Equipment
gets baked into one
mesh (= 1 draw call!)
• parts of character mesh
hidden depending on
equipment
• Only one material for
character + all equipment
items
• Limit number of
characters drawn (esp.
on mobile)
CHARACTER RENDERING
19.
20. • .NET code is very accessible for analysis
• camera hacks (minior problem because of interest management)
• found internal tools, cheats in code (not working on live)
• extracted data from client
• maps, player rankings… lead to cool community projects!
• Users built bots directly into client
• Difficult to prevent
• Obfuscation – helps, but not much
• We are doing more integrity checks now!
• Future: Unity IL2CPP ?
CHEATERS