/month (2~300 dollar initial charge). Unless your data transfer protocol design is very unreasonable, 1000gb/month is enough for a 1000-player online (average) server. Of course, you also need another server to do Web site and client downloads (client downloads can consume a lot of traffic when the game becomes popular). Our client has 22MB, sometimes 400gb/months of transmission. And we are not very popular (still). Another thing, we don't need another dedicated server to open this project. The
Original article: http://blog.sina.com.cn/s/blog_574bf3ac0100e2v5.html
This article is the second chapter of MMORPG combat system details. You are welcome to participate in the discussion.
Chapter 1 injury
Since most combat systems use attributes as their core elements, why should we start with damage design? This is because the Combat System-related attributes will eventually be applied to the process where attackers launch attacks and are
What about using the Go language to develop a large MMORPG game server?What are the pros and cons of a C socket server? What's the feasibility?From 2013 onwards, by friends recommended to start using Golang to write game landing server, with C + + to do third-party platform verification. To write the Standalone Tool Guide Table tool Github-davyxu/tabtoy: cross-platform high-performance convenient spreadsheet exporter. and network library Github-davyxu
The "Burning expedition" is coming soon, and I am interested in WoW. From the current update content, I think Blizzard has mainly done two things: one is to launch some five-person copies; the other is to strengthen the PvP System, including modifying the honor system and launching the arena.
When you play the battlefield, you will find that even a good game like wow is so dull and boring. It can be said that PVP is the essence of most games. If a ga
In view of the company's confidentiality agreements, this seriesArticleNo specific game details or implementations are involved. I am also the first to participate in the design of such engines, so it is inevitable that there will be some mistakes. If you have any opinions, we welcome the discussion in the industry. The purpose of this series of articles is not to preach, but to focus on sharing and discussion.The server engine of Mmorpg is an essenti
The development direction of MMORPG is large-scaleTo play with the web game, mobile phone game to pull the gap.To be able to show a big war scene. Like the Battle of Chibi.Take advantage of the resource's pre-download.Two questions need to be addressed:One is the bandwidth limit, the million people with the same screen update message how to send to the client.The workaround is to allow the client to decide
This is an introductory article on how to develop a MMORPG, the author is also a game developer, the content of this article originates from the practice, has the very high reference value. Many people want to have their own game, this article for those who want to develop their own game may be a piece of gospel, or a pot of cold water. In any case, the development of the game is not a simple thing. The following is the translation text:
The central
Tags: blog HTTP Io OS Ar data on LogHttp://www.oschina.net/question/12_22983Here is an article on macro understanding of the MMORPG server design. It is suitable for beginners. After reading this article, I will have a rough understanding of the server design, so that I can gain a deeper understanding of the interesting part.1. The first is a common server structure, including: Login server, Gateway server, Database Server (account database, role data
MMORPG
Game server design
MMORPG Unlike other online games on the LAN, it is an online game with over people connected to the entire internet.
End-to-end design is extremely important
Basic server settings
In large online games, it is usually designed as a C/S structure. The client no longer performs logic processing on data, but is just a sending and receiving device that receives operation infor
Book connection back
Last time, we divided the responsibilities of server groups into front-end servers, scenario servers, login servers, data servers... etc.
Logic-Service Logic-service DB-Service
|
-----------------------------------
|
Scene Manager
|
-------------------------------------
|
Front server front Server login server
|
Client client
However, after thinking, I found that this structure is a bit problematic.
What's the problem? After analyzing the gam
Here is an article on macro understanding of the MMORPG server design. It is suitable for beginners. After reading this article, I will have a rough understanding of the server design, so that I can gain a deeper understanding of the interesting part. 1. The first is a common server structure, including: Login server, Gateway server, Database Server (account database, role database, map database, etc.
Here is an article on macro-control
in open source knowledge, if you are interested in Web applications or online games, if you are interested in the framework, you can join our QQ group (348477824).Welcome to the group to exchange learning with each other, but also welcome all friends to the framework for their own efforts.Plain Framework Business Edition core membership recruitmentPlease join the above Framework QQ group, the commercial core members of the recruitment eligibility and form will be published in the form of blogs
MMORPG games involve a large amount of configuration data during development. The configuration data has the following features:
1) configuration data is initialized and loaded at server startup;
2) configuration data will change frequently. configuration data of some important modules may be changed in almost every small version, such as skill system and task system;
3) Incorrect configuration data may lead to many unexpected bugs in the program;
4)
unnecessary, large, and empty Scaling (reference standard: expansion is not used within one year after system design ). accurately predict the possible complexity of each function and isolate the complex functions.
2. How to design a Complex System
The process of designing a complex system is basically a process of gradually decomposing the problem into a relatively simple problem. Here we use developing a wow-like MMORPG as the proposition to descri
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A brief summary of commonServer architecture of MMORPG games.
In the big aspect, Mainly includingMain Components of lanucherserver, gateserver/proxyserver, gameserver, and dbserver.
Launcherserver is the only game Operating ProcessIt is responsible for providing the list of available server groups and server-related information, such as the number of online users and the degree of busyness.Launcherserver is gen
Here are two problems related to location synchronization in the development of the skill combat system.
(1)
In MMORPG games, for games with a variety of occupations, such as both near-attack and remote systems, planning usually involves close-to-attack occupations, coupled with charge-based skills, in order to balance the advantages of remote occupations in attack distance. The effect seen on the client is that the player plays the charge action whi
I have a blog post about the game server.
Http://blog.csdn.net/liuxialong/archive/2011/06/12/6539762.aspx
However, the length is too long and too much attention is paid to details, which is suitable for deep reading.
Here we provide a kind of macro-control MMORPG Server DesignArticleIt is suitable for beginners. After reading this article, you can have a rough understanding of the design of the server, so that you can gain a deeper understanding of
Chop Fairy Record Full set of source (service side + client), "Chop Xian record" is a strong Chinese wind immortal MMORPG Web game, the background of the game from the Chinese magnificent variety of fairy tales and folk good biography, players can travel through time and different times of the famous characters meet, common deduction adapted from "Shan Hai Jing", "White Snake Biography" , "Qian female Ghost", "Painted Skin", "Jingwei", "Journey to the
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