MMO Architecture: clients, sockets, threads and connection-oriented servers
I feel like some HFT&#x2F;fintech concepts are ~ideal MMO architectures.<p>With a 2 tier setup, you could theoretically have a central server processing batches of events that are aggregated across multiple players&#x2F;regions&#x2F;etc. A single thread can service upwards of half a billion events per second, and if each of those events covers multiple potential players, then I&#x27;d argue we are in a pretty good position.<p>For me, having truly 1 consistent global universe is the only thing that would get me to consider an MMO in 2023+. The technical limitations forcing sharded worlds were excusable when WoW was released, but I don&#x27;t have patience for those arguments anymore. Not if you want me to expressly burn my time and get paid for it on a recurring basis.