HeroEngine’s Highly Scalable and Robust Server Infrastructure
HeroEngine is designed around a highly scalable, robust server infrastructure. Its backend servers are designed to distribute load over a flexible server cluster, autobalancing as demand shifts.
Segregate your geography into individual area servers. HeroEngine supports common areas, instanced areas, and hybrid approaches. Choose a heavily instanced style of game, or a seamless world, or some mixture in between, HeroEngine is designed to handle it all!
You can even create new processes and assign asynchronous tasks all from HeroScript. Want to manage your backend as a collection of services? Or maybe break your Area’s processing into a combination of geographic specific servers and separate service processes? HeroEngine has the flexibility to match your design vision.
Windows & Linux Server SupportHeroEngine servers fully support both Microsoft Windows and Linux.
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Data Replication SystemHeroEngine’s data replication system provides a unique and highly optimized communication path that is largely automated once setup.
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Bandwidth ManagementFully integrated with HeroEngine’s data replication system the bandwidth manager intelligently manages each client’s bandwidth, automatically choosing which data to replicate, and in what priority, via developer-specified filters, conditions, and rules.
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Spatial AwarenessBuilt on HeroEngine’s Replication System, the Spatial Awareness System presents a general-purpose, high performance system for tracking what objects are “aware” of each other in 3D space.
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Live Update and World PushHeroEngine’s Live Update and World Push technologies allow developers to push any game content including scripts, assets, data definitions, data files, and area data between live, running worlds without having to bring them down or take them offline.
In other MMO server architectures, game content updates require game servers to be brought down before they are updated with new data. This blocks developers and players from interacting with the game or development worlds for the time that the servers are down – and in the case of live player servers, this can result in lost revenue and unhappy players.
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Robust Time RepresentationMMOs and virtual worlds run for very long periods of time, and therefore they require the utmost precision in time representation and synchronization in order to avoid temporal drift or other precision errors.
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HeroPathHeroPath provides a sophisticated near-realtime pathfinding solution for advanced AI and gameplay applications. HeroPath is fully accessible from HeroScript and built on HeroEngine’s multivendor, plugin-based Pathfinding System.
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Repository SystemThe live, dynamic nature of HeroEngine is fueled by a sophisticated Repository System. All game content is placed into the Repository and is delivered on-demand to clients and servers that need it. This approach makes changes to meshes, textures, animations and more occur in real-time without having to restart HeroBlade or the player client.
On production servers, the Repository System replaces the slow and awkward patching systems that virtually all MMOs have used up until now. Deliver only the data each individual player actually needs, when they need it while maintaining control over packaging and distribution strategies. |
Arbitrary Root NodesDevelopers can now quickly save and load any arbitrary hierarchy of data nodes to or from the database utilizing HeroEngine’s new arbitrary root node system.
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Character Position InterpolatorHeroEngine’s new Character Position Interpolator allows developers to eliminate resource overhead of distance characters.
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Physics Server
Utilizing the NVIDIA PhysX™ SDK, the HeroEngine physics server currently represents a physical model of the entire world on both the client and server. Physics Engine Features:
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Physics Engine Features Under Development
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Master Control Console
The Master Control Console serves as a centralized monitoring and control dashboard. Automatic systems manage distributing processes across your server clusters.
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Metrics and Analytics
The Master Control console is constantly monitoring your system and alerting operators to problems. Metrics are collected and presented at this layer. Even plug in your own metric systems for custom reporting and data mining.
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