Apr 1, 2005 00:00 · 420 words · 2 minutes read development mangos

In 2004 the world of gamers went crazy because World of Warcraft was in beta, and it promised to become a different kind of MMORPG. I took part in the closed beta and when the game went live, I gathered a few friends to create MaNGOS in spring 2004. MaNGOS was an abbreviation for “Massive Network Game Object Server”, since we originally intended to start out supporting WoW and integrate support for further MMORPGs at a later point.

This never really happened. MaNGOS became sort of famous as it was the first real Open Source WoW server out there, built in the public and people could actually contribute.

MaNGOS was built for Linux and continued later on with Windows support. Being a C/C++ project helped a lot here, we heavily relied on libraries which were cross-platform and always worked hard to keep it this way.

In it’s prime time, MaNGOS had over a thousand forks on GitHub and was bigger than Ruby on Rails or other projects on GitHub, our forums had almost 250 thousand users, and the community was thriving.

I quit being project leader founder and developer in 2013, because if was tired of the project, and wanted to move on.


Did I fully move on? Well, no. I created a fork of MaNGOS for the original World of Warcraft, known as mangos-zero to pursue my own goals and have a little bit of fun.

mangos-zero is an Open Source GPL version 2 licensed server for running your own instance of the World of Warcraft, specifically of vanilla WoW aka. patch 1.12.

The ultimate goal of the project is to preserve the game in its’ first released version and allow players to relive the experience of the original game, since the game is always evolving and being updated with new content.

I wanted to expand cross-platform support my moving towards a CMake based build system, allowing the server to run under Linux, Windows and finally Mac OS X. Also, a lot of bug fixes, integration of build systems, etc. Basically the things I knew from my daily work (common software development processes mostly) were missing in MaNGOS.

… last words

In the end I discontinued working on mangos-zero in 2015, and moved all development to a private project, continuing with a few friends towards completing the goal of restoring vanilla World of Warcraft.

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