Performance in MMO Engines
Generally i can’t find any information about the way in which World of Warcraft is put together, but through some lightweight spying, looking at their jobs page you can see that the whole thing is coded in C++ which must have been a hell of an engineering effort, hence their enormous budget for production. Obviously C++ is the fastest possible code for raw speed but i don’t fancy we have the budget to go that way.
We are currently using the Tmmokit which will max out at around 200 players per server. I am keen to move forward incrementally and come upon an interesting article about Eve online (which claims players in the thousands on individual shards). Eve uses Stackless Python.