In this session, Yan will share some of his experiences of building a successful MMORPG for a social audience and insights into some of the technical challenges that his team has had to overcome along the way.
39. • 5,700,000 items bought
• 24,000,000 items sold
• 280,000 hours of time potion used
• 526,000,000+ km travelled
• around the earth 13,000 times...
40. • Bulk of the game developed by
• 1 server developer
• 2 flash developers
• 1 producer and 2 game designers
• Several artists
41. We have had to find ways to solve
problems effectively and efficiently
53. • Stateless server approach
+ Easy to scale up and down
+ Scaling can be dynamic based on load
+ Every layer can scale independently
54. • Stateless server approach
– Serialization/deserialization is heavy on CPU
– Heavy load (1:1 read write ratio) on databases
– High bandwidth usage
– High latency
57. • Traffic is bursty
• Keep state on server during bursts
= Less serialization & deserialization
= Less load on database
= Fewer server and database nodes
=
124. Here Be Monsters
http://apps.facebook.com/herebemonsters
AOP and pseudo real-time monitoring with CloudWatch
http://bit.ly/11GL3SQ
http://bit.ly/10fe98N
Building social games with a .Net stack
http://bit.ly/ZKtHWb
http://bit.ly/10CtyY9
F# Agents
http://bit.ly/ZmXuEP
http://bit.ly/17kjbam
F# Deep Dives
http://bit.ly/XZe10E