Real time multi player games have an interesting technology behind them. A striking example was Pokemon Go.
When it came out it created a hype, with millions of people running through the landscape trying to find Pokemons.
Sometimes not realizing that they were standing on a railway track. Let's briefly examine what this means from a real time data processing perspective:
- Players move in a real geographic environment.
- Gadgets to find and tasks to solve are virtually located in that environment.
- Players compete with one another. If one catches a gadget, it is no longer available for other players in close proximity. If one wins a fight, others loose.
- This can only work, when the geographic positions of players are known in high resolution and in real time. Only then the position of virtual gadgets or other players can be mapped into real geography.
The consequence: All players must submit their GPS positions in highest resolution in real time to the central server. And the server must, in real time, register their individual success, failure or other gaming results. Other players in the scene must get this information immediately, either by pulling it from the server or being pushed. A central database must track this information individually for every player. For a handful of players this is no problem, but becomes one when there are tens of thousands, hundreds of thousands or millions of players. At least for standard database technology. This was the reason why Pokemon Go often had unacceptable response times or did not work at all.
The TeraCortex database solves this problem by offering response times down to 20 micro seconds and ultra high throughput is able to track frequent actions of millions of simultaneous users in real time. And it does so with minimzed server cost. Please read on here.
to learn how you can cut your server expenses by more than 90%.