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6 YEARS OF BIGWORLD ENGINE EVOLUTION
CAUSED BY THE SUCCESS OF WORLD OF TANKS
Maksim Baryshnikov
Head of Server, Wargaming
WORLD OF TANKS
World of Tanks is massively multiplayer online game focused on PvP
battles using mid 20th century fighting vehicles.
Primary battles type is Random Battles: 15vs15
Average battle map size is 1200x1200 meters
Powered by BigWorld game engine
BIGWORLD
BigWorld Technology provides an underlying software architecture
needed for game developers to build MMO's and online games.
The back-end server solution is implemented under Linux, with a
Python API scripting environment.
The tool suite includes content creation tools, server monitoring tools
and support.
THE TIMELINE
2010Released
2011200k+CCU
2012500k+CCU
2013800k+CCU
20141M+CCU
2002Released
20036Industryawards
2005RedHerring100
2008Deloittetechfast500
2012AcquiredbyWG
AFTER THE ACQUISITION
Nov, 2013 — World of Warplanes
Sep, 2015 — World of Warships
May, 2013 — World of Tanks Blitz
Feb, 2014 — World of Tanks Console
CONCEPTUAL CONTRADICTION
CONCEPTUAL CONTRADICTION
WORLD OF TANKS BIGWORLD
ARENA SIZE 1200X1200 METERS OPEN WORLDS
PLAYERS PER ARENA 30 UNLIMITED ;)
SCALING MODEL NUMBER OF ARENAS NUMBER OF PLAYERS
APPROACH TO SCALE
Cell #1
Cell #2 Cell #3
Cell #4
Cell #5
Cell #6
Cell #7
• Split space into rectangular
subspaces — cells
• Each cell — separate OS
process
• Each cell is calculating the
World within its boundaries
• Cells’ boundaries can be
adjusted runtime
• Larger spaces — more cells
APPROACH TO SCALE (ARENAS)
• WoT: cross-cell fire (shell
fired on one server can hit
the target on another!)
• WoT: dynamic server-side
physics split between cells
• WoT: a lot of offloading/
onloading code to transfer
tanks between cells
• etc…
BIGWORLD’S EVOLUTION TURNED
TOWARDS “WORLD OF…” TYPE OF GAMES
AFTER THE ACQUISITION
Nov, 2013 — World of Warplanes
Sep, 2015 — World of Warships
May, 2013 — World of Tanks Blitz
Feb, 2014 — World of Tanks Console
BigWorld: Indie Edition discontinued
BigWorld: non-WG still-in-development games
switch to Unity/Unreal
BigWorld: supporting internal clients and external clients
such as Unity and others.
BUT IT’S OK,
ONE TECH CAN’T BE IDEAL FOR EVERYONE
WOT CONTRIBUTION
• Geographically distributed cluster-of-clusters concept
• Server side dynamic physics
• External integrations
• Dynamically loaded extensions concept
• Improved memory allocator
• Protocol compression
• etc…
WOWS CONTRIBUTION
• Using single active cell approach — having whole
Space (Battle Arena) managed by exactly one Cell
and having the other to hold shadow copy for
durability
• Built hierarchical cascading multi-cluster on top of
original World of Tanks cluster-of-clusters concept
adopted by BigWorld
BLITZ CONTRIBUTION
• Heavily uses World of Tanks server code
• Solved a lot of connectivity and protocol issues in
BigWord related to cellular networks
• Improving logging and telemetry reporting
infrastructure
MAKSIM BARYSHNIKOV
Head of Server (World of Tanks PC)
m_baryshnikov@wargaming.net
ANY QUESTIONS?

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6 Years of BigWorld Engine Evolution Caused by the Success of World of Tanks

  • 1. 6 YEARS OF BIGWORLD ENGINE EVOLUTION CAUSED BY THE SUCCESS OF WORLD OF TANKS Maksim Baryshnikov Head of Server, Wargaming
  • 2.
  • 3. WORLD OF TANKS World of Tanks is massively multiplayer online game focused on PvP battles using mid 20th century fighting vehicles. Primary battles type is Random Battles: 15vs15 Average battle map size is 1200x1200 meters Powered by BigWorld game engine
  • 4.
  • 5. BIGWORLD BigWorld Technology provides an underlying software architecture needed for game developers to build MMO's and online games. The back-end server solution is implemented under Linux, with a Python API scripting environment. The tool suite includes content creation tools, server monitoring tools and support.
  • 7. AFTER THE ACQUISITION Nov, 2013 — World of Warplanes Sep, 2015 — World of Warships May, 2013 — World of Tanks Blitz Feb, 2014 — World of Tanks Console
  • 9. CONCEPTUAL CONTRADICTION WORLD OF TANKS BIGWORLD ARENA SIZE 1200X1200 METERS OPEN WORLDS PLAYERS PER ARENA 30 UNLIMITED ;) SCALING MODEL NUMBER OF ARENAS NUMBER OF PLAYERS
  • 10. APPROACH TO SCALE Cell #1 Cell #2 Cell #3 Cell #4 Cell #5 Cell #6 Cell #7 • Split space into rectangular subspaces — cells • Each cell — separate OS process • Each cell is calculating the World within its boundaries • Cells’ boundaries can be adjusted runtime • Larger spaces — more cells
  • 11. APPROACH TO SCALE (ARENAS) • WoT: cross-cell fire (shell fired on one server can hit the target on another!) • WoT: dynamic server-side physics split between cells • WoT: a lot of offloading/ onloading code to transfer tanks between cells • etc…
  • 12. BIGWORLD’S EVOLUTION TURNED TOWARDS “WORLD OF…” TYPE OF GAMES
  • 13. AFTER THE ACQUISITION Nov, 2013 — World of Warplanes Sep, 2015 — World of Warships May, 2013 — World of Tanks Blitz Feb, 2014 — World of Tanks Console BigWorld: Indie Edition discontinued BigWorld: non-WG still-in-development games switch to Unity/Unreal BigWorld: supporting internal clients and external clients such as Unity and others.
  • 14. BUT IT’S OK, ONE TECH CAN’T BE IDEAL FOR EVERYONE
  • 15. WOT CONTRIBUTION • Geographically distributed cluster-of-clusters concept • Server side dynamic physics • External integrations • Dynamically loaded extensions concept • Improved memory allocator • Protocol compression • etc…
  • 16. WOWS CONTRIBUTION • Using single active cell approach — having whole Space (Battle Arena) managed by exactly one Cell and having the other to hold shadow copy for durability • Built hierarchical cascading multi-cluster on top of original World of Tanks cluster-of-clusters concept adopted by BigWorld
  • 17. BLITZ CONTRIBUTION • Heavily uses World of Tanks server code • Solved a lot of connectivity and protocol issues in BigWord related to cellular networks • Improving logging and telemetry reporting infrastructure
  • 18. MAKSIM BARYSHNIKOV Head of Server (World of Tanks PC) m_baryshnikov@wargaming.net ANY QUESTIONS?