Show HN: MMORPG prototype inspired by World of Warcraft

17 nickyvanurk 5 5/12/2025, 8:30:11 AM github.com ↗

Comments (5)

MacNCheese23 · 2h ago
Do i see this correctly, TCP-based Websocket with JSON messages that are parsed?

That is very much removed from any MMORPG type of communication.

One of the hardest parts of a client/server MMO architecture is the network layer, which uses a lossless/retry/fault-prove UDP-based protocol. Everything else sits on top. Luckily, there are tons of sample libraries by now, I suggest peeking at the leaked SW Online sony code which includes the source for their implementation.

jaoane · 1h ago
World of Warcraft uses TCP, which is the correct choice because the current state is the sum of all previous updates. So why not let the kernel handle the hairy parts?
setr · 3m ago
>because the current state is the sum of all previous states

I don't think that's true, except for the server? From the client's perspective, the current state is whatever the hell the server thinks is the sum of all previous state. So you generally don't need lossless message passing; you just need to be able to resync periodically, and trying to resend on lost messages is probably a waste of time if you can sync straight to current state

If the client/server were deterministically simulated -- thus every event must be fully represented on both sides to be in sync -- then sure, but I'm fairly positive no MMO does that

ricardobayes · 2h ago
Still to this day I have not seen an MMORPG that has as smooth movement and camera system as WoW.
okdood64 · 2h ago
Camera movement in FFXIV is fine. Character movement was a bit clunky but still very usable.