The Fish MMO framework is heavily inspired by games like EverQuest and Ultima Online. The goal is to create an easy-to-use template for building massive multiplayer games. There is currently a Login, World, and Scene server type with plans for more.
Login Server: Scalable Design, multiple login servers can be launched at the same time to help with load balancing. The client simply needs a list of servers. Account Authentication Account Global Character Creation (Characters can be used on any World) Character Selection/Deletion World Server Selection, the login server reads World Server details from the database instead of keeping a socket open to the world servers.
World Server: Account Authentication Relay Server type that handles Scene-to-Scene Server communication Scene Server initial load balancing
Scene Server: Cluster node design, multiple scene servers can connect to a single World Server. Game logic is all handled on the Scene level. Account Authentication Load Balancing Multi Scene Stacking (Currently supports 100 players per Scene) Chat System (World, Region, Party, Guild, Tell, Trade, and Say) Party System Guild System Character Inventory System Server Authoritative Kinematic Character Controller with Client Side Prediction