$begingroup$

How is a gameworld of tremendous giant measurement dealt with? I used to be all the time questioning how video games deal with giant MMO worlds. Until now I assumed that separation of areas was the important thing for video games like World of Warcraft. In WoW there are continents, which can be dealt with by totally different threads. And every continent may be multiphased and every part can be dealt with by totally different thread. But just lately I began taking part in a recreation known as Dual Universe. This recreation includes a single shard house of measurement greater than 100 000km x 100 000km x 100 000km. There isn’t any loading when transferring round and you may be wherever along with your 2m tall character and construct something of even smaller measurement. So, how is that this attainable? Do they simply have one core to course of this complete recreation world? (after all use totally different threads for networking, person enter validation, database, and so on) Or did they provide you with a way the right way to cut up recreation world into zones and deal with every one by totally different thread after which do some syncing and handovers when one thing occurs close to the zone edges? I all the time thought that that is unimaginable, as a result of all MMOs do some type of world splitting like continents/planets/photo voltaic methods/realms.

$endgroup$

You should log in to reply this query.