What happened to the Atlas MMO framework that was under development back in 2014 and has the advice for mmo-like features for Unreal evolved since that time?
I believe the Atlas MMO framework was targetted for UE3 and according to Tim Sweeney the framework inspired some changes and features in UE4. At the time, the advice for mmo-like games using UE was:
*1. Implementing a completely custom MMO back-end framework handling all gameplay logic including object movement, and interfacing it with UE through networking: The client purely runs in UE, and the server purely runs outside of UE, and they are coordinated through a custom networking layer using either UDP or TCP. This approach is generally best for MMOs looking to support thousands of players per server, where UE’s high-precision approach to player movement and collision are overly-expensive compared to tile maps and other simplified techniques.
- Using UE’s built-in functionality for implementing both the client and server components of an MMO, and extending the networking and level streaming code to support new features such as simultaneous connections to multiple servers responsible for separate streaming levels, and coordination between servers to allow seamless movement of actors between them.*
How has that advice aged with time?
What solutions are there aside from third parties like Photon or SpatialOS?
What hard limits are there for the UE4 server that keep it from being suitable for mmo-like games? I know, for example, that the UE4 dedicated server’s uptime is measured in hours, not days, partly due to some things like using floats for some time calculations. Does anyone have other examples like this?