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Photon -- cached events cache event

, 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

Cross-platform network library (with C + + 11)

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

5 of the most suitable for students of the low price integrated computer

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

Unity Hands-on tour < eight > Getting Started with auto-pathfinding Navmesh

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

The core idea and idea of iterative product development

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

Unity network Communication (a) Unity network preliminary

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

IOCP, Kqueue, Epoll ... How important is that?

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

Talking about the buff system and camp system of World of Warcraft __ Games

() { 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

MySQL Multi-instance

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

MySQL Multi-instance explanation

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 water 30 million suction tool "Three Kingdoms Kill legend" will be landing iOS

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

Android Viewpager + Scalable ImageView

. /** 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

Unity Grid Merge

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

What every programmer needs to know about game networking

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

Thoughts on large-scale Multiplayer Online Systems

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

Opening window: simple program-changing the font color (1)

, uint umsg, wparam, lparam){ // Rectangular structureRect; // Display the volume handleHDC;Paintstruct pS; // Three-color variationStatic int ured = 0, ugreen = 0, ublue = 0; // Message Processing Switch (umsg){ // Window deduplicationCase wm_paint:HDC = beginpaint (hwnd, PS );Getclientrect (hwnd, rect );Settextcolor (HDC, RGB (ured, ugreen, ublue ));Drawtext (HDC, text ("Hello! "),-1, rect,Dt_singleline | dt_center | dt_vcenter );Endpaint (hwnd, PS );Break; // If there is a merge Press Cas

Aoi server implementation

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

3D Scenario Management

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

Is the use of unity3d the cause of the failure of the startup team?

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

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 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

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