Online games System design backend
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- Опубліковано 23 лип 2024
- If you’re a developer who loves in online games, or has ever wanted to know how massive multiplayer online games works?
Also this a famous interview question !!
This video is the first part of 2 series, here I have explained important game system design concepts.
System design diagram: imgur.com/a/NVN2TvV
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As someone who is really interested in game development, this was an awesome series! Really appreciate it.
Too detailed information, which not only is useful for this system design, but can be applied to many other system designs. You are really intelligent/geeky, and seems to have vast experience in Industry. I am going to share this video across many social media platforms to actually give its real worth (likes, views, subscribers, etc.). Thanks a ton!!
Thank you:) this means a lot
The video was so well explained as whatever doubt I was having at one instant, you were explaining that thing in the next👏
You keep getting better and better ! thanks !
thanks for the much needed info! you explained everything very well.
Thanks for creating this, really enjoyed this video.
You can generalize this solution for any real time interaction workspace I believe. That extensible the design was. Thanks a lot!!!
Thanks. Part 1 and Part 2 both were awesome!
Awesome explanation Narendra! All your videos are really helpful for me.
Could you please create a system design video for a 2-player VR table tennis game? Thanks!
Thank you, were helpefull. Best video about backend archietcture online games.
You are incredible🥺The Saint🙏My lifesaver💛🧡💝Thank you SO MUCH!! This is exactly what I was looking for!
Very helpful and thanks a lot Narendra.
Great video. Thank you so much.
Too good, learnt a hell lot.
Can you please create videos on these topics - Map reduce, Kibana in detail, Hadoop & Big data analysis, concurrency controls. In case these topics also excites you and you have enough resources on those.
nice idea
Just found your channel. Great content man! How are you able to know so many designs tho?
Simple, straightforward, and to the point explanation. You earned a new subscriber.
Could someone tell me which video discusses the logging system??? Your video is amazing!!!
thanks . enlightening and something not found easily
Can you please tell me what i would need if i want users to play my games via my website with multiplayer?
Very well done!
Hi Naren, as usual a very informative video, i have gone through both the parts, very informative. can you provide more concrete info on the type of communication protocol used in actual games like AOE/CS etc? do they use webSockets or any other protocol. Thanks
@Tech Dummies Narendra L: It was really beautifully explained. Awesome Video. Just a quick question, if we are using ELK stack for logging and analysis, what do we need Hadoop Ecosystem for (analytics). What is the difference between ? Analysis is system analysis and analytics is game analytics. ? Why cant we do both on ELK stack ?
Hi, how will you handle if world server goes down ?
how to manage which user is available to play or online?
Very well explained
Can you explain more about map template
Can anyone provide articles for " map template " data structure?
Excellent
thanks so much this is clearly such a deep subject field, I am wondering if you can direct me to any books or resources that are maybe good entry points in understanding online multiplayer architecture as it relates to physical architecture and software architecture or the best specific topic keywords that I should start with Thanks again for this video
www.amazon.com/Development-Deployment-Multiplayer-Online-Games/dp/3903213055 try this series
Great sir
Was that a cat at 32:34?
Also thank you so much for this clear and helpful video!
Wonderful
Out of curiosity - In worst case, what do you think would happen when all the players are concentrated in a very small section of the map which is assigned to a single game server ? Will the system break down the concentrated area into smaller areas dynamically ? How long can this continue, what is the stopping condition here ?
I think that you can design something like this: Taking into account that assign a server for a bunch of people is for the population density its below a limit, lets say that a server can handle interactions for 10 players: 10p/server, so you don't divide the map in equitably area but regarding to maintain the density below the limit:
I.e: Given a Game like FPS, 50 players and 10 servers (each one 10p/s), the grid can start like the video. And in the end, when 40-45p were in a skirmish on the city town, the GameServer assign, more resources in this section area. In this way you're covered, and the stop condition is simple, keep a given area with enough servers to get the 10p/s limit.
You should have provided a link to the first video in the description box
How can we say that PUBG is a distributed system?Any reasons.
fabulous
insightful
Just have the regions overlap a bit, and run same logic for all agents that are in the overlap region
i will come back when i can understand this xD
These popsicles look delicious
Sir, we are working on a project that may interest you. If you are curious on exploring the frontiers of gaming from India you can revert back to me.
PUBG, Fortnite does not use Adjacent and Area servers. UE4 does not have this functionality in box. And this is too big features to stay unknown for UE4 users. Instead of this games use World Origin Shifting and seamless transition. But i may not know something.
THIS COMMENT IS FOR MY PERSONAL REFERENCE. TO UNDERSTAND PROPERLY WATCH THE FULL VIDEO
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HLD 0:30
client join game 12:01
area server 14:15
patch server 22:10
Game backup for recovery 26:40
this is not a system design of a game, game systems are designed by a game designer not game developer.... you are talking about the game architecture and programming stuffs...
this is what a game system is...
www.gamasutra.com/view/news/128271/The_Craft_of_Game_Systems_General_Guidelines.php
just useless theories nothing else .
what is the need of separate login/patch servers?