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
notification to the NPC once it enters the NPC's alert area, which is suitable for AI response.
There are many AOI implementation algorithms. We will not discuss them here. I am currently concerned about whether AOI can extract this module from an independent process if it is very important in the game (especially for the MMO scenario in the instant combat mode.
First, let's look at the first requirement. In fact, in games, most messages that need to
I. Scene Management has many methods, such as quadtree, octotree, BSP, fuzzy K-D tree, surrounded by ball hierarchy.The indoor environment is dominated by BSP, and the mainstream engines from quake3 to the present are all based on BSP. It is not difficult to use BSP. The key is data generation, which involves the scenario editor.
Quake3, unreal: BSP, with its own editor.
Farcry, you can also manually place occlusionarea.RenderWare: Fuzzy K-D tree, built into many kinds of K-D tree cutting me
unity. No matter what others think, I firmly love unity. Once upon a time, I wanted to write a game engine and then control it to complete a cool game. But then cocos2d-x to do better and better will dispel this idea, and then contact unity will not think of themselves to play the game engine. Because I want to have all the functions, even if some ideas are different, some functions are somewhat awkward to implement, but there is no short board of functions. So many people and so many teams hav
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 otherPeople can exert on the player, most of the time unwillinly...
The player's behavior in the game, whether real-time or lagging, will be wit
transmission rate, thanks to the development of MMO [multiple inputs and multiple outputs] technology, ieee802.11n can reach up to 600 Mb/s, 50 times that of IEEE802.11b, and more than 10 times that of ieee802.11g.
2. In terms of coverage, ieee802.11n uses smart antenna technology to improve signal stability, reduce signal interference, and expand its coverage to several thousands of meters.
3. in terms of compatibility, ieee802.11n adopts a software
internal capacity of the demo, and it is expected that the playability will become better after the internal capacity increases; on the other hand, the demo will give up later and should not be put into too high cost as an excuse, believing that "such a small demo can reach such a level, if ...... The game is certainly good. "In fact, this is all the thoughts and actions that you have dug for yourself.
A game, from square bubble dragon in Russia to tianlong in World of Warcraft, is essenti
Beijing yonghang Technology Co., Ltd. (Haidian District) (http://www.horizon3d.com.cn/) has been committed to 3D network game R D for a long time, after years of unremitting efforts, has established a by Tsinghua, Peking University, beiyou, with a strong and vigorous team of famous college graduates such as Beihang, the company has more than 40 developers and has developed two mature commercial 3D MMO games.
Due to the increasing number of develop
Back in 1990s, PC entered the era of 3D graphics hardware grating. Voodoo replaces CPU raster rendering. Next, nvidia tnt emerged. Until geforce swallowed up 3dfx. The evolution of GPUs has been around for eight years. Complex Computing Based on each pixel on the screen has allowed the old shader programmers to ignore the differences between C and HLSL.
Before developing the next generation MMO 3D engine tool platform, it is necessary to go back to th
Address: http://blog.codingnow.com/2006/04/iocp_kqueue_epoll.html
I have heard a lot of stories about designing MMO servers. It is very inefficient to use select when dealing with a large number of connections. We should replace iocp (Windows), kqueue (FreeBSD), or epoll (Linux ). Indeed, the SELECT statement is inefficient enough to process a large number of connections. Because each time the kernel round-robin is performed on a set of socket numbers
The role of the timer MMO does not need to be emphasized too much. For most game projects, the real-time device queue is implemented based on the Linux kernel timer principle. For detailed technical descriptions, see here, there are high people to translate it into English: http://www.linuxforum.net/forum/showthreaded.php? Cat = board = driver number = 385224 page = 0 view = collapsed SB = 5 O = All Vc = 1
Although the principle is not com
users. Therefore, a group of physical database servers should be established, but multiple instances should be deployed to facilitate subsequent migration;
• To avoid the disadvantages that mysql does not support the SMP architecture, bind multiple instances to a processor and allocate different databases to different instances to provide data services;
• A physical database server supports data services for multiple databases. To improve the recovery efficiency of mysql replication slave machi
developers, etc.) to provide the telecommunications capabilities to the outside world as a service.Also known as the fourth business form of cloud computing, Huawei is already working on the establishment of CaaS's ecological circle.6. What does Maas mean?MaaS (machine as a service) Internet of things as services, this concept with the creation of the Internet of things, the two common forms of business is Mai and MaaS, so MaaS belongs to the form of the Internet of things business.As the numbe
majority of the seats in the income list. Of TOP25 's high-income applications, 22 were mobile games, which accounted for 88%. It should also be noted that there are 18 free games, which occupy 72% of the list. Mobile gaming is still the best money-making category, with a huge amount of potential spending on the user base. At the same time, we see that the users who play the game are immersed in the game, the application itself will sprout a stronger feelings, they are more likely to like the r
and components for game play doesn ' t require all object/relational mapping, because components is simple C Opies of the relational database ' s data structure rather than complex objects.This leads further to the conclusion, a Component/system architecture are ideal for an MMO game, since state would be St ORed in a relational database on the game servers, and much of the processing of this state would occur on the servers, whe Re using a set of di
try a single-threaded asynchronous multi-process approach to writing logic?
Compared with the multi-threaded synchronous blocking, we find that the pros and cons complement each other. Then it's back to the problem of domain selection. For the game server needs to be easy to use, easy to develop, pressure reduction (non-MMO) These characteristics, single-threaded asynchronous multi-process is suitable
So, what points should we be aware of when writin
repair related tables (note: This situation is common, such as the pw_posts table. do not forget to back up the tables when repairing them). hT] X4
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