⁍ Wishlist: https://store.steampowered.com/app/34...
If you're interested in learning what it takes to make an MMO then you're in the right place. The goal of this series is to investigate all of the common software problems that you might face when building your own MMO. In that sense, the goal of this series is to be educational. We will explore a variety of topics in a reasonable amount of depth: Rendering, Networking, Deployments, Organization, Algorithms and much more.
When people say MMO, they typically mean a massive game. We might not be able to reach that scale, but we will design our systems with scale in mind. A more precise name for what we will build is a "persistent, distributed online game". That's kind of long to say, so I'll just stick with 'MMO'. Because MMOs require several different domains of knowledge, I will definitely need to learn a few things along the way. I'll try to give each subject the explanation it deserves, but in case I miss anything - feel free to let me know.
The language we are going to use for this project is "Go" (Also known as "Golang"). Go is a relatively simple language, but packs an enormous punch when it comes to features and libraries. In my opinion, these characteristics make Go a great choice for teaching software and software architectures.
Well that's all I have now, I hope you'll stick around and let me know what you think.
Credit to asciiquarium for the introduction ASCII aquarium.
// Repository: https://github.com/unitoftime/mmo
// Play: https://mythfall.com