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Usually, you keep all the state in memory and save at specific points/actions to a database. Then, not all state is shared with all thousand players, but only within a visible range. And then, not every kind of state is shared with other players. In the end it’s manageable with simple TCP or custom UDP connections.



Did they show Macs by purpose on the pictures? ;)


Haha at least they covered up the logo with a sticker


Maybe forums related to the project domain ;)


Probably doesn't help if no one is looking at it due to a lacking community as of now ;-)


I'm doing this even more extreme... querying a whole complex object graph based on an entity framework core model :) https://github.com/MUnique/OpenMU/blob/master/src/Persistenc...


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