The revolutionary BigWorld Server infrastructure utilizes a dynamic real-time load-balancing system to remove arbitrary zone limitations of conventional MMOG server technology. BigWorld’s highly available server software dynamically assigns servers to world areas by constantly monitoring load and adjusting coverage to balance resource allocation across the entire server cluster. MMOG operators can achieve the reliability and ‘five nines’ availability required by telecommunications companies and mass-market consumer products.
Game worlds can be a single, persistent, contiguous world in which millions of players can interact with each other and travel wherever they want and whenever they want. The need for borders or similar artificial limitations is removed using the BigWorld Server.
The flexible BigWorld Server architecture natively supports sharding or zoning of worlds providing ultimate flexibility for design decisions. Private spaces can be dynamically created for multiple instances of interference-free adventures. The optimized codebase and highly efficient algorithms allow high player densities and low bandwidth usage, providing the budget-conscious MMOG operator substantial ongoing savings.
Robust and Adaptable Server Infrastructure
Individual server components are dynamically reassigned according to need, in a transparent manner undetected by players. If an individual server goes offline, the load is automatically and seamlessly rebalanced across the entire system in order to ensure smooth ongoing operation. The BigWorld Server allows large concentrations of players by dynamically focusing server resources on high traffic areas.
The BigWorld Server incorporates multiple fault-tolerant systems to minimize the potential impact of hardware failure and downstream disruption of game play. The dynamic server reassignment system ensures high server availability and helps in lowering server hardware and hosting costs.
A secondary high-level load balancing system allows multiple worlds, even multiple games to share a single server cluster. For example, in a cluster running two worlds, if one world is overloaded and the other underloaded, the software will dynamically move servers from one world to the other, balancing the load and ensuring the most efficient configuration is used at all times. The BigWorld Server also intuitively removes servers from both worlds if they are both underloaded. The spare servers can then be taken offline and used for hot-swap backups or to idle during slow periods (reducing electricity usage and heat). For a serial MMOG publisher, these features provide substantial efficiencies and dramatically improve hardware ROI.
Bandwidth usage is kept under very tight control by the server and the operator can vary transmission rates per player for effective management of bandwidth costs. Level of Detail (LOD) and data prioritization is applied to all object property changes and events to make sure that only the most important data is sent to the client. The BigWorld Server LOD and data prioritization strategies have been crafted from years of game development experience, resulting in a solution that works effectively to minimize bandwidth requirements in real-world games.
The developer can customize all aspects of a world by adding new tools and low-level behaviors without modifying the server code. BigWorld game objects are written in Python, a standard object-oriented scripting language that has demonstrated threefold improvement to programmer productivity. Scripts can utilize C++ when required for optimization of regularly used functions. The BigWorld Server also allows cross-platform functionality allowing PC and next-gen console users to interact within the same world space.