Kbengine mmo source code (complete Server Source code + resources + complete client source code), kbenginemmo

Source: Internet
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Tags xml parser ftp client

Kbengine mmo source code (complete Server Source code + resources + complete client source code), kbenginemmo

 

 

 

This project is used as a client demo of the kbengine server engine to write and update the kbengine plug-in Library (https://github.com/kbengine/kbengine_unity3d_plugins): * use the git command line and go to the kbengine_unity3d_warring directory for execution: git submodule update -- init * or use TortoiseGit (Select menu): TortoiseGit-> Submodule Update: * You can also manually update the kbengine plug-in git clone https://github.com/kbengine/kbengine_unity3d_plugins.git plug-in source code, please place in: assets/plugins/kbengine/kbengine_unity3d_plugins create AssetBundles unity3d (on the menu)-> Publish-> During Build Pulish AssetBundles-autoAll, "Moving file failed" may appear all the time. You need to click "try again" to continue, this may be because the unity3d file is occupied when moving the file. After the execution is complete, check whether there is content in Assets-> StreamingAssets. Generate server path data: First decompress Assets \ Plugins \ cai-nmgen-rcn (generate navmesh0000.zip) to the current directory and restart the unity3d editor. Then, perform the following steps: unity3d resource Explorer: Select (not menu): Assets-> Nav_build-> xinshoucun-> NavmeshBuild-> Build & Bake. Select (not menu) in the unity3d resource browser after the generation is complete ): assets-> Nav_build-> xinshoucun-> CAIBakedNavmesh-> Save, put srv_xxx.navmesh on the server kbengine \ demo \ res \ spaces \ xinshoucun (note: we recommend that you delete the files extracted from cai-nmgen-rcn (generate navmesh0000.zip) after the files are generated. This will cause a game export failure and the cause is unknown .) Configure the logon IP address (no need to change if the server is on the local machine): kbengine_unity3d_warring \ Assets \ Plugins \ kbengine \ clientapp. cs-> ip test: Enable server first, select Assets \ scenes \ go in unity3d, and then click the editor run button. If there is no accident, you can log on to the game to enter the scene. Export the WebPlayer project: unity3d File-> Build Settings-> Scenes In Build select scenes/go. unity-> Platform select Web Player-> Build. Run the game in the browser: Web Server deployment folder structure:-> (server root directory)-StreamingAssets (create the folder generated by AssetBundles)-ui (the ui folder under Assets can be directly copied) -crossdomain. xml-initLogo.png-initProgressBar. PNG-initProgressFrame. PNG-index.html-Unity3d. unity3d (file generated during unity3d compilation)-Unity3d.html (file generated during unity3d compilation) 1. start the kbengine server http://www.kbengine.org/docs/installation.html2. if the browser is not clear about accessing localhost, please download the compiled demo and place it according to the folder structure. See the documentation in the compressed package for instructions on how to start: https://sourceforge.net/projects/kbengine/files/japanese: Windows XP: C: \ Documents and Settings \ username \ Local Settings \ Temp \ UnityWebPlayer \ logWindows Vista/7: C: \ Users \ username \ AppData \ Local \ Temp \ UnityWebPlayer \ log <ignore_js_op>
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Http://ios.662p.com/thread-2070-1-1.html


Ftp client source code in linux

Sudo apt-get source $ packagename
$ Replace packagename with the ftp client name, for example, lftp. I guess lftp is the simplest.
Other common examples are:
Kftpgrabber
The ftp client under KDE supports encoding selection. Good support for Chinese Characters
Gftp
The ftp client in gnome does not currently support Chinese characters very well and is complained a lot.
Fireftp
The ftp client plug-in of firefox. The new version provides better support for Chinese characters.
FileZilla
Good support for Chinese Characters
CrossFTP
Java-based stable ftp client and synchronization tool. Excellent support for Chinese and Unicode.
Reference: wiki.ubuntu.org.cn/Lftp

Who has tianlong Babu's source code and all model resources? Send Me email 233276973 @ qqcom for the purpose of studying and not using it, and add 200

Tianlong Babu's source code may be rewritten after tianlong Babu code flows out, because some evidence can be found in the Code. The entire client is divided into: Editor and client, OGRE + cegui + self-writing simple physical collision detection + FMOD + self-writing network library.
The server-side code is not carefully concerned at present.

The overall description of the client is as follows:
UI system CEGUI basic UI System

CEGUI Renderer

The CEGUI dependency of the Expat XML parser is estimated to be undesirable by writers.
FreeType2 cross-platform and open-source font Renderer is used to draw Chinese Characters
Script luaPlus

The latest Ogre is 1.7.2.
Collision Detection Opcode is open-source and occupies less memory. You can use bullet, ODE, or others (usually based on your actual needs)
Tianlong's collision detection seems to be a simple collision box detection.
TinyXML XML Parser used in the game. In fact, RapidXML can be used to make it smaller.

Music & Sound Effect fmod sdk, OPENAL is also a good choice.

WX System
WXClient Action management includes chatting, items, and life skills.
Cursor mouse pointer Management (also attached with many commands)
The DataBase client uses a memory DataBase to implement the DB definition in WXEngine, including searching, obtaining, and opening the file function TLBB_DBC. It can be confirmed that although it is called martial arts, it leaves the shadow of tianlong.
DataPool manages data in the game in a unified manner, including the UI, TeamOrGroup, and so on. There is a CModelShowInUI class. (strange, shouldn't this class be placed here ?)
Event game Event processor, divided into Event queue, and slow processing Event queue is a reference part !!! The method of registering the Event processing function is used, and the parameters are flexible!

FakeObject is used to display objects on the ui (this is used as a manager class)
Helper exports data using luaPlus and creates a Help System window.
Input class
Interface the external Interface control class of the entire game. All external modules need to use this Interface to control the game data and control, as the script call type.
NetWork Message Processing
The Object logical base class Object has nothing to do with display. Of course, the type that can be displayed is derived! And specific object types in the game
Procedure game process, login, role selection, role creation, entering the scenario waiting, MMO game main process, Login Server

ResourceFiles Various Mouse. cur files
Script System Manager, inherited from the ScriptEnvironment of the Engine, calls the Script
Sound
Soure File _ tWinMain here 2
Variable Configuration Parameter System

World scenario Zone, Scene, World manager, pathfinding, and so on. The size of a ZONE is exactly the size of a screen, and a ZONE constitutes Scene.
WXCore
Collision detection, mainly wrapped in the ogre skeleton model processing method
EffectSystem special effect System
Extra additional ModelType model definition

SkeletonMesh (suspected to be deprecated) Dobject_NT wrapped Ogre: Entity, which can be attached with related effects, on SceneNode
SkeletonMeshUrl is used as the storage format to store Dobject_NT
The combination layer of the LogicModel rendering layer and the client. Using the rendering layer, the client needs dynamic objects in the scenario without calling the rendering layer code.
OgreExt extends and renders Ogre.
PostFilters 3D screen effect, post Filter

ResourceSystem... the remaining full text>

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