
This article is the first of a multi-part series that will cover the architecture and implementation of components needed to create and maintain a robust, scalable, high performance massive multiplayer online game server and game engine.
As the first article in a series about architecting and implementing a massive multiplayer online game server and engine, this article focuses on the design and implementation of a necessary component, responsible for transforming static virtual bits into a dynamic, living, breathing, interactive virtual world.
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