1. It is not a complete module, so it does not provide completeCode, Only provides ideas and core code. The idea is simple. Maintain a life cycle and the last rendering time for each texture, update the rendering time for each rendering, and traverse the current texture set every certain time (15 seconds) in cctexturecache, if a texture is not rendered after the specified time in the lifecycle, the texture is released. The getname function in cctexture2d is a good way to update the rendering tim
available. Each starts a combination of server applications and used ports.
"Default"
Instance is running lite, litelobby, MMO and the policy application. Starting instance
"Loadbalancing (mycloud )"
Will run a master server and two game servers, which is a minimum photon cloud compatible setup. By default, two independent photon configurations are available, each of which can start a server application
Program And use the required por
the sendbuf method, we found that the first parameter requires a pointer type, and I passed an array. In principle, the two parameters have the same effect, is the address of the first element of the array, but this is obviously not the case. Directly treat the array as the address of the number array object returned by the parameter, while passing the first array element as the parameter will pass the address of the first element. Therefore, you can change the parameters.
Next, let's take a l
Depending on the situation, the client does different things. The server must at least perform verification. Compared with online games, data transmission can be ignored to a certain extent, and data back-and-forth time is more important. In general, for example, in wow, the latency of Ms begins to yellow. That is to say, in general, the time requirement is not very extreme. For example, if kof97 is switched to MMO, 200 can be a standard line of com
, and they are sorted. Disclause disclaimer cached events are a feature of the lite application and lite loby application of photon 3. they are not supported by the MMO application or if you start from scratch. cache events are lite and loby features that are not supported by MMO and your own applications.
Cache Control Events are cached per actor and per event code. This way, every player can send event
few CPP files bar, there are several header files in the root directory of the/common and/cpp_common directories).(g++-I.. /.. /.. /common-i. /.. /.. /cpp_common eventloop.cpp datasocket.cpp TCPServer.cpp main.cpp-std=c++0x-lrt)TODO:: There's some todo in the code that means obscure or I'm not sure it's okay ~hohoAnd I'm looking forward to the next broadcast test (like the MMO Aoi, where multiple players move simultaneously to broadcast to n players
keys
Disadvantages:
· Poor graphics performance
· Touch Screen Panel SAG
5. Toshiba px35t-a2210
Rating: 4 star
Reference price: About 5691 RMB
The last Toshiba px35t-a2210, with a slim stylish design, and equipped with modern wireless peripherals. It also has a third generation Intel Core i3-3120m processor and 6GB RAM, and is equipped with a 23-inch 1080P flat touch screen.
Performance, the machine's processor score is the highest of the 5 models, and can achieve better off
Tribute to the original http://blog.csdn.net/janeky/article/details/17457533Most MMO games now have an auto-pathfinding feature. When you click a location on the scene, the character automatically finds its way past. There may be a lot of obstacles in the middle, and the character will automatically bypass the obstacles and eventually reach the end. Using unity to develop a hand tour, automatic pathfinding can be implemented in many ways. The first mo
ability to play after a good, on the other hand, the demo will give up sooner or later should not put too high cost as an excuse, that "such a small demo can achieve such a standard, if , the game must be good. "In fact, this is the thought and behavior of their own digging pits."
A game, small to Tetris Bubble Dragon, big to the World of Warcraft Tianlong Eight, in essence, have their own core play, the core of large-scale products can be more complex, or even by a group of interrelated child
Over half a day of Unity's API, also did not find the way to handle the socket. Unity itself has sealed a network processing class network, mainly for state synchronization. It seems to be implementing an MMO-level network application that can only be written in C #. (Unity does not resemble as, there is a direct processing packet, byte level of the underlying function.) At least not now. )
Let's take a look at unity first, and see how to write comm
Original address: http://blog.codingnow.com/2006/04/iocp_kqueue_epoll.html
Designing an MMO server, I've heard a lot of clichés about how inefficient select is when dealing with a large number of connections. We should switch to IOCP (Windows), Kqueue (FreeBSD), or Epoll (Linux). Indeed, a select is inefficient enough to handle a large number of connected reads and writes. Because kernel each time to select a set of socket number to do polling, that i
() { Modify Mana/sec} Use the skill to connect this buff. Similar equipment is also very convenient to define Camp system: to describe the relationship between a game character is to let them belong to the enemy or to us, But such a definition is rudimentary. For the World of Warcraft has a huge number of people and history of the game, this greatly increased the difficulty of two development. The camp system is simple: There are many camps in the world that set the camp for each person
support the defects, we can use the MySQL multi-instance binding processor approach (NUMA processor must support, but now most processors are supported) to allocate different databases to different instances to provide data services;4, the traditional game industry MMO/MMORPG and the web game, each service will be corresponding to a database, and may often have to do a lot of data query and data correction work. At this point, in order to reduce the
deployment to improve the recovery efficiency of MySQL replicated slave machines4. Already for the dual-master replication MySQL database server architecture, want to part of the important business data more than a remote computer room hot backup, and MySQL replication temporarily does not support multi-master replication mode, and do not provide services to the user, in order to effectively control costs, will consider a remote computer room to deploy an excellent performance of the physical s
One month 30 million, this number is a very alarming number for any game. Even for a game that has a huge audience and is in the ascendant, this is a remarkable achievement. For new games, this is almost impossible to reach.However, "Three Kingdoms kill legend" but did, "Three Kingdoms Kill" is "three kills" the second generation of light strategy mobile game, and "Three Kingdoms kill" same strain, but do not adhere to the "Three Kingdoms Kill" the original game frame, out of the "Three Kingdoms
. /** and Viewpager are correlated, judging whether the current can be left shifted, right shift, or Boolean mleftdragable; Boolean mrightdragable; /** whether to move the first time */Boolean mfirstmove=false; Private PointF Mstartpoint = new PointF (); @Override public boolean OnTouch (View V, motionevent event) {//TODO auto-generated method stub Switch (event.getactionmasked ()) {case Motionevent.action_down://Set Drag mode
From an optimization perspective, the mesh needs to be merged.From the angle of the dress up (here refers to change the shape, change the composition of the parts of the dress, rather than the hanging point type of dress up), all need mesh merging, material merging. If it is a person's dress up, then you need to merge skinnedmeshrenderer and brush the corresponding list of bones. The rendering of the model after the merging of meshes can reduce the load on the GPU, but after testing, although th
will be no problem with nature. But it's a big problem when the server and client are in disagreement about the results.When it comes to this, you think, if the client has already predicted the process of the game, why not let the server side synchronize the results of the client? Such a scheme seems to be good, but the accompanying cheating problem is very serious, if the server does not simulate, but the simple synchronization player state, then the instantaneous shift, invincible and other p
area of MMO or a room in casual games. When the number of users increases, you only need to constantly Add Server groups and room servers. The only trouble lies in the unified authentication and economic system of a user. Because these two blocks have little load and the logic is relatively simple, the implementation is not very difficult. 3. The problem with the IM system is that its entire user space is completely unified and cannot be isolated by
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