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Here we will supply the technical enthusiasts between you with a glimpse behind the scenes of Celetania. Because of many requests we have received in this direction, today’s topic is about the hard- and software which is necessary to run a large MMOG world.

 

The Hardware

It is an immense effort to allow thousands of players to converge in the same persistent world! The world of Celetania will be brought to life in a cluster of many DELL Servers. Every each of these servers are connected to the cluster with a high performance node of 4 Gb/s speed. To make sure that the accessibility is optimal at all times and the latency is low for a rapid gaming pleasure, the whole server farm is connected with the Europe wide network of EuroTransit. Utilizing this, the data is sent out over several redundant 10-Gigabit-Connections to 11 locations. It is at these locations where the data is fed remotely into the internet. This allows the shortest and interference-free connection between the world of Celetania and its players.

Avoiding hardware failure was made possible by building the servers redundantly. Every unit possesses redundant power supplies and is also connected to an uninterrupted power supply unit made up out of batteries and diesel generators. The network of EuroTransit is laid out redundantly as well. All of the infrastructure is being monitored by a team of specialists 24/7.

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The Server Software

The biggest challenge within Celetania is the real persistency of the world. This means that hundreds of thousands spaceships must be simulated continuously – even when the players that own these are not online. To be able to control the vast amount of data that comes together, the programmers of Vulcando Games had to come up with several fundamental technologies. A cluster database to be able to save the gargantuan amounts of data was developed. To be able to distribute the game data fail-proof over the cluster a new programming language was necessary. Even with the high end hardware that was described up top, a hardware failure is always possible! If it came to this the game would still be able to continue without loss of performance since Celetania is able to heal itself and an administrator doesn’t have to intervene directly for the game to continue.

 

The Client

A game engine had to be developed especially for Celetania due to the many potential combinations of the 4X game genre and the rapid engagements in the space. The most important task was to create an UI that was easy to handle even with the realistic 3D-Space. One of the other ambitions Vulcando Games has, is to break the barriers most of the games on the market have and allow Celetania to be run cross platform on many different operating systems (OS) – just like it’s natural to expect it to be in different languages. Things such as surround sound with hardware support or utilization of multi-core processors goes without saying.


    
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