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What is server meshing and why do we do it?

TL;DRServer meshing splits the simulation across multiple connected servers, since a single server can only support a finite number of players, so more players can share one simulation and move between locations.

Clive JohnsonNetwork Developer

Well, currently, when backers play the game, they connect to a server, and it's a single server holding up to 50 clients running the entire simulation on that one server. That's going to be a severe limitation because obviously there's a finite amount of processing available on one computer. So there's a finite number of clients that it can support. So as we want to extend the number of concurrent users, the number of active users in the same simulation at the same time, we need to split that simulation up over multiple servers. So the original idea is to have multiple servers running different parts of the simulation. So you might have a server running the game at Port Olisar, you might have a different server running the game at say Levski. And that's great, they're completely independent. But the problem then becomes how do you get from Port Olisar to Levski or back again if the simulation is running on different servers. So we need to connect the servers together. And what that basically means is we'll have all these servers running different parts of the simulation and they will selectively choose which other servers to connect to so that players can transition back and forth or that they can share parts of the simulation together. And then they'll drop that connection when it's no longer needed and they can make new connections with other servers.

Calling All Devs›Core Tech Updates·
Published on this date.28 Aug 2020