CONCEPT: realmNode - A decentralized peer-to-peer runtime for persistent MMO worlds
A decentralized peer-to-peer runtime for persistent MMO worlds
Core Idea
realmNode is a decentralized runtime that allows compatible game clients and externally published world rulesets to share a persistent MMO world without relying on one permanent central game server.
A world publisher provides:
* the compatible game client
* world data
* game rules
* runtime logic
* updates
* migrations
* publisher identity
Players run realmNode alongside that game environment.
The game client connects locally to realmNode. realmNode then communicates with other compatible realmNode peers and collectively handles networking, simulation, validation, persistence, world state, player synchronization, routing, and security.
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Game Client
|
v
localhost
|
v
realmNode
|
|-- P2P networking
|-- distributed simulation
|-- validation
|-- persistence
|-- storage
|-- relay
|-- cryptographic identity
|-- authority management
`-- world compatibility
|
v
realmNode Network
realmNode provides the distributed machinery that keeps it running.
The players collectively execute it.
1. Platform Architecture
realmNode is shared decentralized infrastructure capable of supporting many separate games, versions, rulesets, and community worlds.
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realmNode
|
|-- OctoWoW
|-- Vanilla-compatible world
|-- TBC-compatible world
|-- Wrath-compatible world
|-- Classic+ project
|-- Hardcore world
|-- Custom community MMO
`-- Original multiplayer game
Players interact only when their:
* world identity
* runtime
* ruleset generation
* client compatibility
* protocol compatibility
* persistent-state generation
agree.
realmNode organizes the architecture into three layers:
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+----------------------------+
| realmNode Core |
+----------------------------+
| networking |
| peer discovery |
| identity |
| encryption |
| relay |
| storage |
| sharding |
| authority |
| validation |
| replication |
+-------------+--------------+
|
v
+----------------------------+
| World Runtime |
+----------------------------+
| entities |
| combat |
| abilities |
| quests |
| items |
| NPC AI |
| world rules |
| progression |
+-------------+--------------+
|
v
+----------------------------+
| Client Adapter |
+----------------------------+
| Client/version A |
| Client/version B |
| Custom client |
| Original game client |
+----------------------------+
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peers
messages
entities
state
authority
validators
transactions
shards
identities
signatures
worlds
versions
snapshots
A runtime may interpret:
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ENTITY 10421
ACTION 183
TARGET 5572
STATE CHANGE -142
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a character
casts an ability
on a creature
dealing 142 damage
2. Local Gateway and Player Experience
The game client connects locally to realmNode.
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Game.exe
|
v
127.0.0.1
|
v
realmNode
Internally, the local node translates between the game protocol and the distributed realmNode protocol.
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Game Protocol
|
Client Adapter
|
realmNode Protocol
|
Peer Network
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1. Install realmNode.
2. Install or select a compatible game client.
3. Install the desired world's runtime and data
from its publisher.
4. realmNode detects available worlds.
5. Choose a world.
6. realmNode verifies the publisher,
runtime and ruleset.
7. realmNode joins compatible peers.
8. The game launches.
9. The game connects to localhost.
10. Enter the distributed world.
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WORLD
OctoWoW Official
Publisher:
OctoWoW
Signature:
VALID
Client:
1.18.1
Runtime:
1.19.4
Ruleset Generation:
185
Players:
742
Network Health:
Excellent
Relays:
38
Verification:
FULL
3. World Publishers, Identity and Releases
A decentralized world can still have an identifiable developer or publisher.
A project such as OctoWoW can create and maintain its world while realmNode provides the infrastructure through which players collectively operate it.
Each publisher has a cryptographic identity.
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OctoWoW Publisher Key
7A91-42C8-18EE-...
A world identity can include:
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World:
OctoWoW Official
Publisher:
OctoWoW public key
Compatible Client:
1.18.1 build 7272
Runtime:
OctoWoW 1.19.4
Ruleset Generation:
185
Runtime Hash:
A91C84...
World Data Generation:
185
Network Protocol:
realmNode 1
Publishers create worlds. realmNode makes them run.
The publisher provides:
* client requirements
* world data
* runtime logic
* rules
* scripts
* database changes
* balance changes
* migrations
* updates
* new content
The realmNode network provides:
* simulation
* validation
* connectivity
* replication
* storage
* authority assignment
* persistence
* routing
* failover
A publisher can release a signed manifest:
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OctoWoW World Manifest
Release:
1.19.4
Publisher:
OctoWoW
Requires:
realmNode >= 0.8
Compatible Client:
1.18.1 build 7272
Ruleset Generation:
185
Runtime Hash:
A91C84...
World Migration:
184 -> 185
Signature:
VALID
realmNode verifies the installed world identity and connects the player to peers running the same compatible generation.
Compatible infrastructure updates can coexist where the protocol allows it.
Changes to game behavior create a new ruleset generation.
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Ruleset 184
|
World Update
|
Ruleset 185
Publishers may also define scheduled activation points.
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Generation:
185
Activation:
2026-09-12 18:00 UTC
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Generation 184
|
v
Publisher Migration
|
v
Generation 185
Forks remain natural.
A different team may create another world based on compatible technology and publish it under its own cryptographic identity.
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OctoWoW Official
Publisher Key A
Community Fork
Publisher Key B
4. Distributed World Simulation and Authority
A world can be divided into simulation regions.
A fantasy world might expose regions corresponding to:
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Continent
|
|-- Region A
|-- Region B
|-- Region C
|-- Region D
`-- ...
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Kalimdor
|
|-- Durotar
|-- Barrens
|-- Mulgore
|-- Ashenvale
`-- ...
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Large City
|
|-- District A
|-- District B
|-- District C
|-- District D
`-- Central Area
Each active region receives a temporary authority group.
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Region 352
Primary Simulator
|
|-- Validator A
|-- Validator B
`-- Validator C
Validators independently check its results.
If the simulator disappears:
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Primary lost
|
v
Validator promoted
|
v
New validator recruited
Authority can move geographically toward active players.
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Players:
Sweden
Denmark
Germany
Finland
Authority candidates:
Northern Europe
A player may be the only person inside a particular zone while several independent validators elsewhere in the network verify the simulation.
If only one node remains online, the world can continue locally.
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Game Client
|
v
realmNode
|
v
Local Simulation
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UNVERIFIED
5. Latency, Determinism and Validation
realmNode distinguishes immediate simulation from persistent history.
Immediate state
Examples:
* movement
* combat
* NPC AI
* ability use
* temporary effects
Priority:
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speed
Examples:
* item ownership
* currency
* character progression
* quest completion
* guild membership
* trades
* market activity
Priority:
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verification
durability
consistency
Movement can operate as:
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Player presses W
|
|-- local prediction
`-- send movement input
|
v
regional simulation
|
v
validation
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Ability Input
|
Local Prediction
|
Regional Simulator
|
Result
|
Validator Verification
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Persistent Event
|
v
Transaction Proposed
|
v
Validator Group
|
v
Agreement
|
v
Persistent State Committed
Consensus protects history. Immediate simulation remains fast.
Independent validators rely on deterministic runtime behavior.
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same starting state
+
same player input
+
same shared random seed
+
same ruleset
============
same result
For example:
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Simulator:
Damage = 142
Validator A:
Damage = 142
Validator B:
Damage = 142
6. Node Roles and Adaptive Contribution
A realmNode instance may perform several roles.
Player Gateway
Connects the local game client to the world.
Simulator
Computes an active part of the world runtime.
Validator
Independently checks simulation results.
Storage Node
Maintains replicated persistent state.
Router
Helps peers discover routes and other peers.
Relay
Forwards encrypted network traffic.
Archive Node
Stores durable snapshots and persistent-state history.
The network assigns responsibilities according to capability.
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Laptop
Wi-Fi
limited upload
Roles:
player gateway
light validation
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Desktop
fiber
strong CPU
stable uptime
Roles:
player gateway
simulator
validator
storage
relay
* CPU
* memory
* bandwidth
* latency
* uptime
* network reachability
* reliability
* current workload
The network therefore gains usable infrastructure as capable players join.
Instances such as dungeons, raids, arenas, houses, or private spaces become temporary simulation clusters.
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Instance 8721
Players:
A B C D E
Simulator:
Node X
Validators:
Node Y
Node Z
Large world events can dynamically recruit additional nodes.
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Normal Region
3 simulators
5 validators
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Large Event
12 simulators
20 validators
multiple simulation partitions
7. Persistent World State
Persistent data is replicated across multiple peers.
Examples include:
* characters
* inventories
* professions
* guilds
* markets
* quest state
* currency
* ownership
* world progression
A persistent shard might exist on:
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Shard 492
Peer 17
Peer 51
Peer 82
Peer 133
Peer 201
The network periodically creates cryptographically verifiable snapshots.
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World Snapshot
Generation:
185
World Height:
942991
State Root:
8A773E...
Signatures:
Validator Group
Archive nodes preserve long-term state while ordinary players are offline.
Archive nodes can be operated by:
* players
* communities
* publishers
* volunteers
* long-running home machines
* dedicated infrastructure providers
Multiple archives provide redundancy.
Persistent economic systems receive strong validation.
Examples:
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item creation
item destruction
currency creation
currency destruction
trade
market settlement
ownership transfer
realmNode can therefore combine:
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real-time simulation
-> fast distributed authority
persistent important events
-> cryptographically verifiable history
8. Networking, Peer Discovery and Relays
realmNode uses decentralized peer discovery.
Possible mechanisms include:
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DHT
+
cached peers
+
multiple bootstrap peers
+
manual peer entry
+
LAN discovery
After discovery, the peer network continues through distributed connections.
Where possible, nodes communicate directly.
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Player A <------------> Player B
When a relay path is preferable:
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Player A
|
v
Relay
|
v
Player B
Normal participants may volunteer network capacity.
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Relay Mode:
ON
Bandwidth:
50 Mbps
Maximum Connections:
100
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Player A -----> Relay <----- Player B
Relay eligibility can be detected automatically.
Public reachability may come from:
* port forwarding
* IPv6
* UPnP
* NAT-PMP
* PCP
* public hosting
* compatible tunneling
Connection modes may include:
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DIRECT
lowest latency
direct peer connection
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RELAYED
traffic passes through relay
peer connection is indirect
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STRICT PRIVATE
game peer traffic always uses relays
The relay forwards packets without requiring access to the game payload.
9. Security and Anti-Cheat
realmNode treats every peer as independently verifiable.
Peers may:
* send invalid state
* disappear
* collude
* send malformed packets
* spam requests
* attempt impersonation
* consume resources
* use outdated software
* submit conflicting information
Player nodes submit intentions.
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Player:
Use Action 182 on Entity 5572.
For example, the runtime may verify:
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ability available?
resources available?
target valid?
range valid?
cooldown available?
action completed?
result valid?
Deterministic simulation and independent validation establish whether the proposed state is valid.
The peer protocol uses narrowly defined message types.
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PLAYER_INPUT
OBJECT_UPDATE
STATE_HASH
VALIDATION_RESULT
STATE_REQUEST
PEER_DISCOVERY
SIGNED_TRANSACTION
AUTHORITY_HANDOFF
SNAPSHOT_REQUEST
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connection limits
request limits
bandwidth limits
memory limits
CPU limits
timeouts
validation quotas
storage limits
External world runtimes can operate through a restricted runtime interface.
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World Runtime
|
v
realmNode Runtime API
|
|-- state access
|-- deterministic random source
|-- entity operations
|-- simulation interface
`-- persistence interface
10. Sybil Resistance and Validator Selection
A distributed network must distinguish independent participation from large collections of artificial identities.
An attacker could attempt to create:
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Node1
Node2
Node3
Node4
...
Node10000
Possible inputs include:
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long-lived identity
node history
network diversity
resource contribution
behavioral reputation
random selection
rate-limited identity creation
independent network paths
uptime
latency
* stability
* CPU availability
* bandwidth
* network independence
* geographic diversity
* historical behavior
* latency
* uptime
* randomness
The selected validator group should remain difficult for one participant to predict or control.
11. Identity, Characters and Social Systems
Players can use cryptographic identities.
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Player Identity
|
|-- public key
`-- private key
A world runtime can associate game entities with it.
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Character:
Buxor
Owner:
Public Key 7AF2...
World:
OctoWoW
State Root:
18EE...
The network validates whether those actions are permitted by the world state.
Recovery systems can be built into the identity layer so that persistent player access can survive lost devices or credentials.
Traditional persistent social systems become distributed state.
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Guild State
-> replicated persistent state
Mail
-> signed delayed transactions
Market
-> distributed persistent state
Trade
-> validated atomic transaction
12. DDoS Resilience and Failure Handling
A conventional multiplayer architecture concentrates availability around a small number of public endpoints.
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GAME SERVER
/ |
/ |
Player Player Player
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Node A
Node B
Node C
Node D
Node E
Node F
...
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select replacement simulator
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recruit replacement validator
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select another route
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retrieve another replica
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use cached peers or DHT discovery
Any individual machine may disappear at any moment.
Critical roles therefore have multiple possible providers.
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simulation
validation
relay
bootstrap
storage
archive
authority
Relays also allow home nodes to keep their direct endpoint away from ordinary game peers.
Network health can degrade gradually.
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1000 peers
Full distributed operation
300 peers
Reduced redundancy
40 peers
Smaller validator pool
5 peers
Minimal distributed operation
1 peer
Local unverified simulation
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Machines are temporary.
The world is persistent.
A world publisher can release new generations independently from realmNode itself.
For example:
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OctoWoW Runtime 1.19
|
v
OctoWoW Runtime 1.20
* game systems
* quests
* creatures
* items
* spells
* balance
* maps
* progression
* runtime logic
realmNode itself can evolve independently.
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realmNode 0.8
|
v
realmNode 0.9
* networking
* relays
* NAT traversal
* encryption
* storage
* validator selection
* performance
* replication
* compression
Protocol-compatible realmNode versions may continue participating together.
World generations remain determined by the publisher's signed world manifest.
14. World Discovery
realmNode can present worlds through a common browser.
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WORLD
OctoWoW Official
Publisher:
OctoWoW
Publisher Signature:
VALID
Compatible Client:
1.18.1
Runtime:
1.19.4
Ruleset:
185
Players:
742
Network Health:
Excellent
Validators:
Healthy
Relays:
38
Persistence:
FULL
Verification:
FULL
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WORLD
Community Classic+
Publisher:
Community Project
Compatible Client:
1.12
Runtime:
0.7
Ruleset:
42
Players:
116
Network Health:
Good
15. The OctoWoW Example
An OctoWoW deployment could work as follows:
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OctoWoW Developers
|
|-- develop the game
|-- publish client requirements
|-- publish world data
|-- publish runtime
|-- publish ruleset
|-- publish updates
`-- sign releases
|
v
Players install OctoWoW
and realmNode
|
v
realmNode verifies
the world identity
|
v
Compatible peers discover
one another
|
v
Distributed simulation
|
+-- simulation
+-- validation
+-- replication
+-- persistence
+-- routing
`-- failover
|
v
OctoWoW World
* zones
* quests
* classes
* spells
* items
* balance
* systems
* content updates
realmNode supplies the decentralized infrastructure through which compatible players operate that world.
The world publisher remains the author.
The players become the infrastructure.
16. Publisher Independence
Publishing infrastructure and live simulation are separate systems.
A publisher may operate:
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website
forum
documentation
download service
update service
community tools
This means an established player network can continue operating independently from any single web service or hosting endpoint.
The same applies to realmNode itself.
Once peers possess compatible software, world data, runtime state, and known peer information, the network can operate through its distributed discovery mechanisms.
17. Development Strategy
realmNode can be developed from a minimal distributed simulation outward.
Prototype 1
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3 nodes
1 shared object
movement
temporary authority
replication
validation
node failure
authority reassignment
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Node A OFFLINE
|
v
Node B takes authority
|
v
simulation continues
Add:
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cryptographic identities
signed messages
encrypted transport
persistent state
snapshots
Introduce malicious participants.
Test:
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invalid movement
fake state
bad signatures
packet spam
conflicting state
outdated protocol
Add:
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relay support
NAT traversal
relay discovery
relay failover
privacy modes
Build the generic runtime interface.
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realmNode
|
v
Runtime API
|
v
Test World Runtime
Connect a real game client through a client adapter.
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Game Client
|
v
localhost
|
v
realmNode
|
v
Test Distributed World
Connect an existing MMO-compatible runtime and begin testing:
* real movement
* world regions
* combat
* NPC simulation
* character persistence
* instances
* reconnects
* migrations
* high player density
The architecture can then expand to additional clients and worlds.
18. Fundamental Principles
World Principle
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The publisher defines the world.
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The players collectively execute it.
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realmNode provides the distributed server layer.
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Authority is temporary and transferable.
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Every important state transition can be independently verified.
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Every critical role can move to another node.
Nodes simulate together when they agree on:
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world identity
publisher identity
runtime
ruleset generation
client compatibility
network protocol
persistent-state generation
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Movement:
fast
Combat:
fast
Simulation:
fast
Trade:
strong validation
Persistence:
strong consensus
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Temporary machines maintain persistent worlds.
Traditional MMO architecture places the world inside a server.
realmNode turns the server into a network.
A project such as OctoWoW defines its game, client compatibility, rules, content, and updates.The publisher defines the world. The players collectively keep it alive.
realmNode determines which participating nodes currently simulate, validate, route, replicate, and preserve that world.
The game remains the creation of its publisher.
The server becomes a shared protocol executed by the community.
You can have that, do with it what you wish!
/Morkah