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Introduction to MMORPG game development

Original: Radu PrivantuTranslator Preface: This is an introductory article on how to develop a MMORPG, the author himself is a game developer, the text of the content from the practice, there is a high reference value. A lot of people want to have their own games, this article for those who want to develop their own game may be a paper gospel, may be a bowl of cold water. In any case, developing a game is not a simple thing. Here is the text of the tr

What about using the Go language to develop a large MMORPG game server? (Very stable, catch all exceptions, great for starting from scratch, but big companies already have a ready-made C + + framework, so they won't be used)

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

MMORPG Combat System Design (2) -- Damage

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

High-performance MMORPG general server engine design-> Basic Concepts

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

Introduction to MMORPG development

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

MMORPG game server design

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 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

High-performance MMORPG general server engine design-> basic concept 2

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

MMORPG game server design

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

MMORPG large game design and development (server AI logic settings and Status nodes)

length) {int32_t I, J; for(i =0; i i) { for(j =0; J "%4d", Array[i][j]); printf ("\ n"); }};int32_t Main (int32_t argc,Char*argv[]) {int32_t n=0; int32_t Array[array_max][array_max]; while(N 0|| n >Array_max) {printf ("Please input a unsigned int number (less than 0 and not above%d):", Array_max); scanf ("%d", N); } generate_array (array, n); printf ("The anti spiral array is: \ n"); Display_array (array, n); return 0;}Result.Member recruitment (long-term validity)If you are also intereste

Thoughts on configuration data in MMORPG Game Development

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)

Introduction to MMORPG Development (V): PVP is the essence

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 game like Starcraft and Warcraft 3 is not conne

Some MMORPG designs can be summarized as needed

. try not to expose it. when designing the system, try to analyze the existing functions. no 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

Common MMORPG server architecture (1)

P {margin-bottom: 0.08in ;} 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

MMORPG large game design and development (part1 of net)

4096int main (int argc,char**argv) {IntSOCKFD, N;Char recvline[4096], sendline[4096];structSockaddr_in servaddr;if (argc! =2) {printf ("Usage:./client "); Exit0); }if (SOCKFD = socket (af_inet, Sock_stream,0)) 0) {printf ("Create socket Error:%s (errno:%d) \ n", Strerror (errno), errno); Exit0); } printf ("SOCKFD:%d\n", SOCKFD); memset (AMP;SERVADDR,0,sizeof(SERVADDR)); servaddr.sin_family =Af_inet; Servaddr.sin_port = htons (6666);if (Inet_pton (Af_inet, argv[1], servaddr.sin_addr) 0) {printf

Location synchronization of MMORPG games in skill battles

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

MMORPG game server design

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

MMORPG Web game Chop Fairy Record full set of source (server + client)

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

Kbengine + Cocos2d_js implements HTML5 online game MMORPG (full code + resources)

-assets (server): https://github.com /kbengine/kbengine_demos_assets/releases/latest unzipandcopyto "kbengine/" (therootdirectoryserverengine,suchas$ Kbe_root) 3.copy "Kbengine_cocos2d_js_demo\kbengine_demos_assets" to "kbengine\" root directory Configure Demo (Optional):Change the login address:kbengine_cocos2d_js_demo\cocos2d-js-client\main.js args.ip = "127.0.0.1"; Args.port = 20013; Start the Servers:ensurethatthe "Kbengine_cocos2d_js_demo\kbengine_demos_assets" hasbeencopied tothe "Kbengi

MMORPG load Balancing mechanism

Excerpt from: Multiplayer Online game server architecture Http://wenku.baidu.com/view/aac987eae009581b6bd9eb8a.html MMORPG load Balancing mechanism 1. Static distribution of players to the server The average player is assigned to each server so that each server has the same number of players. The advantage of this approach is that the algorithm is simple, but the player moves on the map, so over time, at worst, there may be a lot of network tr

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