game mmo

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Yundun cocos mobile game mmo source code parsing, cocosmmo

Yundun cocos mobile game mmo source code parsing, cocosmmo Engine: cocos2.x Code: c ++ hybrid lua Game type: mmo Project Structure: Game: where the game starts Gamelogic: Related to sdk access, logon payment statistics, etc

In-depth Node.js game Server development: MMO RPG development based on Pomelo

In the previous article, we introduced how to use pomelo to build a chat server. In this article, we show you how to use the Pomelo framework to build an MMO RPG server, and analyze its design ideas and implementation methods. In order to help you better understand and use the pomelo framework, Understanding pomelo Framework game development of the basic process, the use of methods and design concepts. In

Game server architecture for large MMO-SNS

SNS games and RPG online games have some different characteristics, which may lead to some differences between the background architecture of such games and the background architecture of RPG online games. SNS games generally have the following features: (1) interaction between all player roles In an SNS game, a player role will look for his friends or any other unrelated player role for some logical interaction. (2) This type of gamer role is

Online Game Demo Development Example: Multiplayer RPG (MMO RPG) Demo Development Record (9th article)

Version11 Main content: Viewport, map scrolling, debugging information output Owning part: Client Code address Https://github.com/changjixiong/MMO-RPGGame, how to get the code, refer to how to check out the different versions of code from GitHub with SVN e-mail address: changjixiong@gmail.com This series directory This update, the main increase in the viewport, so that the characters walking, the map will scroll The so-called viewport, is th

MMO Multiplayer Real-time synchronization problem

In the 2.5D MMO game, characters are rendered in 3D, 2D maps are displayed by 2D, so there are three coordinate systems on the client side:a) 3D coordinate system: all roles and light effects that require 3D rendering are positioned in the coordinate system.b) 2D coordinate system: used to locate and draw fixed 2D map elements, such as turf, road, etc.c) grid coordinate system in 3D coordinates: used to ach

The secret to a perfect MMO

shortened. In order to keep the game running for a long time, we should focus on developing the ultimate content of the game in the early development. For example, in the early years of development, "ancient times" began to develop building, naval warfare, urban warfare and other ultimate content. The ultimate content is the most important core of the game, a

Kbengine mmo source code (complete Server Source code + resources + complete client source code), kbenginemmo

Kbengine mmo source code (complete Server Source code + resources + complete client source code), kbenginemmo This project is used as a client demo of the kbengine server engine to write and update the kbengine plug-in Library (https://github.com/kbengine/kbengine_unity3d_plugins): * use the git command line and go to the kbengine_unity3d_warring directory for execution: git submodule update -- init * or use TortoiseGit (Select menu): Tortoi

Two of the most important positions in Massively Multiplayer Online mmo rpg games

Two of the most important positions in Massively Multiplayer Online mmo rpg games According to my recent participation and completion of the launch project, the two positions are, 1. Numerical Planning 2. Network Protocol designer Why? A waste of numerical planning, your game art is cool, your ideas are new, useless, the value is unreasonable, who dares to play? Spend a lot of time Directly causin

Kbengine MMO Source code (full server source + Resources + Full client source)

click the Editor Run button, if no accident should be able to log into the game into the scene. Export Webplayer Project: Unity3d file->build settings->scenes in Build select Scenes/go.unity->platform Select Web Player-> Build. Running games in Browser: Web server deployment folder structure: -(server root) -streamingassets ( Create Assetbundles generated folder) -UI (UI folder under assets can be copied directly) -crossdomain.xml -initlogo.

Kbengine MMO Source code (full server source + Resources + Full client source)

) selected: assets->nav_build->xinshoucun->navmeshbuild-> Build Bake, wait for the build to complete unity3d Resource Explorer (non-menu): assets->nav_build-> Xinshoucun->caibakednavmesh->save, place Srv_xxx.navmesh in the server Kbengine\demo\res\spaces\xinshoucun (note: It is recommended to remove CAI-NMGEN-RCN (Generate Navmesh) after the build is complete. zip UnzipOut of the file, will cause the game can not be exported errors, the reason is

"Original test" MongoDB Tens Insert data test (MMO online gaming application)

Label:First, the preparationWe are going to do a tens MongoDB test, the operating system selected CentOS 5.5 64-bit version, the basic simulation of the actual use of the environment, using a single cluster model (testing the actual effect of multi-CPU cases).Test benchmark Data:Server configuration:Intel Xeon E5506 * 2 Total 8 coresMemory is 8GB DDR3Application:Programming Language: C + +Compiler: GCC 4.4.5Boost version: 1.47MongoDB Version: 2.02Test Purpose:To test for delays in large amounts

about how Unity makes MMO

Yesterday to see the next unity of Chengdu Openday, still have a lot of harvest, I have never been interested in such activities, but it seems to be more in the future to participate in a similar activity long insight.The company intends to develop the 3d MMO hand tour, yesterday fun 123 happened to share their approximate process of making 3d MMO optimization, of course, only the model and shader optimizat

Quickly construct the MMO Server framework (7) High concurrency TCP network framework

It took more than a week to test the TCP-based high-concurrency connection network architecture. Objective: To use multiple threads to distribute network connections, data packet compression/decompression, encryption/decryption, and other time-consuming operations (ASIO does not provide native support for these operations), along with a thread pool framework. Only the appearance of a single thread is exposed to the logic layer of the game, isolating t

Quickly build the MMO Server framework (2) Network: Select boost Library

It seems that there are no online game servers on the Earth that do not support the internet. The following articlesArticleWe will try to use the boost library to implement network-related functions of the server.Alternative libraries include ace and libevent.Ace is too fat. I personally dislike the practices implemented by standard containers.Libevent is too thin, and other functions are not rich enough.Boost is not fat or thin, compatible with and

MMO Visible Lattice algorithm

Look at the notes, it's clear.Using system;using system.collections.generic;using system.diagnostics;using system.linq;using System.Text;using System.threading.tasks;namespace zonetest{public class zone{public int mid;public float width;public float Height; Public list  MMO Visible Lattice algorithm

Quickly build the MMO Server framework (5) Things About Timer

Timer management is often an optimization hotspot in systems such as MMO servers that need to process a large number of transactions.The simplest round-robin timer implementation is as follows (psudo code ):Class player The only benefit of this design is the simplicity of programming.Disadvantages:When a large number of timers need to be detected increase, the overall performance will seriously decline. Even if you manually add a method that filters o

Quickly build the MMO Server framework (I)

Smart heads are precious and limited resources. When the world is still filled with a lot of interesting new problems to be solved, they should not be wasted on re-inventing things like wheel.-- Eric S. Raymond Most Programmers think they are smarter than ordinary humans. I have been wandering in the online game development circle for two years, and all the so-called Senior programmers I have seen are fond of repeatedly inventing the wheel (part of th

Game stickiness (David Perry game design White Paper)

what is it about? Specifically, for MMO games, social factors play an important role in game stickiness. So how can we do it? If a player's actions in a game, whether real-time or post-hoc, are witnessed by another person,The player is operating in a social game environment. There are certain influences that otherPeop

Game programmer Growth

thoughts on recruiting and training game programmers over the years. I always wanted to summarize it. The main purpose is to better train new C ++ programmers and establish a game program. Sequence worker training, development, and success have become the core backbone, management, and options beneficiary. For MMO game

Development of C ++ game programmers from the Technical Management Perspective

C ++ games from the Technical Management Perspective Program Member Development Yao Yong This is one of my thoughts on recruiting and training game programmers over the years. I always wanted to summarize it. The main purpose is to better train the new C ++ programmers of the company, and establish a game programmer training, development, and talent to become the core backbone and management layer, A compl

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