How did Eve Online use Honeycomb’s observability tooling to migrate from monolith to microservices, and from on-premises to the cloud?
Imagine an arcane mainframe that no one knows exactly how it works. CCP Games Technical Director of Infrastructure Nick Herring had heard such things existed but had never experienced one firsthand. Then he started working on Eve Online – a massively multiplayer online role-playing game (MMORPG) created 20 years ago that has set some Guinness World Records for the scale of its online battles in space.
Since the game’s first star system went live, Eve Online has grown from an arcane fleet of monoliths running the same software stack, to a partial decoupling of new features running on microservices on Amazon Web Services (AWS), which is known as Quasar.