Programming a browsergame

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Leander_Kurscheidt 101 Feb 11, 2012 at 19:30

I am currently working on a browsergame: http://devmaster.net/forums/topic/15925-idea-for-a-browsergame/

Its a mmo (strategy to be clear).

Right now im learning SQL and thinking about the “structure” of my server application.

My plan is to have one “login”-server, who checks the password and the leads to another server, who manages all the things (one per world).

Is this a good structure?? Or are there existing, better models??

I will keep asking questions about my project in this thread so my topic is pretty generaly.

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geon 101 Feb 11, 2012 at 20:57

Why would you use several servers? It seems to only add complexity. Are you worrying about scaling? A single server architecture will support thousands of players, so don’ worry abour performance.

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Leander_Kurscheidt 101 Feb 12, 2012 at 11:17

Yes im worried about scaling…..I don´t have any experience with brosergame

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geon 101 Feb 15, 2012 at 10:44

Dont worry about performance and scaling. Unless you manage to build the next Farmville, you won’t have any problem running the server on your laptop.

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alphadog 101 Feb 15, 2012 at 14:42

I wouldn’t say “don’t worry about performance”. It’s good to at least have an idea of where you’re heading, so that you can build in anticipation where it makes sense. However, the other end of the spectrum, where you are definitely heading, is premature optimization. As Geon says, a given modern, non-virtualized server with a well-design codebase, can easily handle thousands of connections for casual games, and hundreds to low thousands for more real-time games.

First, get the game going on one server, but keep your code very modular. For example, can you cut out the authentication/authorization subsystem without affecting too much other code? If so, it becomes easier to pull parts out when 1) it is coded well, and 2) you have cashflow to spend on a dev to focus on this for the company.