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Yundun cocos mobile game mmo source code parsing, cocosmmo

Yundun cocos mobile game mmo source code parsing, cocosmmo Engine: cocos2.x Code: c ++ hybrid lua Game type: mmo Project Structure: Game: where the game starts Gamelogic: Related to sdk access, logon payment statistics, etc. LibFramework: Main c ++ libraries related to this game Uicontrol: Zpack: an open-source packaging file Tool Bytes ------------------------------------------------------------

In-depth Node.js game Server development: MMO RPG development based on Pomelo

In the previous article, we introduced how to use pomelo to build a chat server. In this article, we show you how to use the Pomelo framework to build an MMO RPG server, and analyze its design ideas and implementation methods. In order to help you better understand and use the pomelo framework, Understanding pomelo Framework game development of the basic process, the use of methods and design concepts. In this paper, the game server architecture, jus

The secret to a perfect MMO

the game. The final game at the same time the number of online will decline, the game life will be shortened. In order to keep the game running for a long time, we should focus on developing the ultimate content of the game in the early development. For example, in the early years of development, "ancient times" began to develop building, naval warfare, urban warfare and other ultimate content. The ultimate content is the most important core of the game, and it is the important factor that d

MMO Multiplayer Real-time synchronization problem

In the 2.5D MMO game, characters are rendered in 3D, 2D maps are displayed by 2D, so there are three coordinate systems on the client side:a) 3D coordinate system: all roles and light effects that require 3D rendering are positioned in the coordinate system.b) 2D coordinate system: used to locate and draw fixed 2D map elements, such as turf, road, etc.c) grid coordinate system in 3D coordinates: used to achieve mask, auto pathfinding and some coordina

about how Unity makes MMO

Yesterday to see the next unity of Chengdu Openday, still have a lot of harvest, I have never been interested in such activities, but it seems to be more in the future to participate in a similar activity long insight.The company intends to develop the 3d MMO hand tour, yesterday fun 123 happened to share their approximate process of making 3d MMO optimization, of course, only the model and shader optimizat

MMO Visible Lattice algorithm

Look at the notes, it's clear.Using system;using system.collections.generic;using system.diagnostics;using system.linq;using System.Text;using System.threading.tasks;namespace zonetest{public class zone{public int mid;public float width;public float Height; Public list  MMO Visible Lattice algorithm

Quickly build the MMO Server framework (5) Things About Timer

Timer management is often an optimization hotspot in systems such as MMO servers that need to process a large number of transactions.The simplest round-robin timer implementation is as follows (psudo code ):Class player The only benefit of this design is the simplicity of programming.Disadvantages:When a large number of timers need to be detected increase, the overall performance will seriously decline. Even if you manually add a method that filters o

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

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): Tortoi

Two of the most important positions in Massively Multiplayer Online mmo rpg games

Two of the most important positions in Massively Multiplayer Online mmo rpg games According to my recent participation and completion of the launch project, the two positions are, 1. Numerical Planning 2. Network Protocol designer Why? A waste of numerical planning, your game art is cool, your ideas are new, useless, the value is unreasonable, who dares to play? Spend a lot of time Directly causing no one in the game A good number of games,

Kbengine MMO Source code (full server source + Resources + Full client source)

server does not need to be changed on this machine): Kbengine_unity3d_warring\assets\plugins\kbengine\clientapp.cs IP test can run: first open the server, Unity3d select Assets\scenes\go scene and then click the Editor Run button, if no accident should be able to log into the game into the scene. Export Webplayer Project: Unity3d file->build settings->scenes in Build select Scenes/go.unity->platform Select Web Player-> Build. Running games in Browser: Web server deployment folder structure:

Kbengine MMO Source code (full server source + Resources + Full client source)

Build select Scenes/go.unity->platform Select Web Player-> Build. Running games in Browser: Web server deployment folder structure: -(server root) -streamingassets ( Create Assetbundles generated folder) -UI (UI folder under assets can be copied directly) -crossdomain.xml -initlogo.png -initprogressbar.png -initprogressframe.png -index.html -unity3d.unity3d (Files generated at Unity3d compile time) -unity3d.html (Files generated at Unity3d compile time) 1. Start Kbengine Serve

Online Game Demo Development Example: Multiplayer RPG (MMO RPG) Demo Development Record (9th article)

Version11 Main content: Viewport, map scrolling, debugging information output Owning part: Client Code address Https://github.com/changjixiong/MMO-RPGGame, how to get the code, refer to how to check out the different versions of code from GitHub with SVN e-mail address: changjixiong@gmail.com This series directory This update, the main increase in the viewport, so that the characters walking, the map will scroll The so-called viewport, is th

"Original test" MongoDB Tens Insert data test (MMO online gaming application)

inserted in the entire game world, the time spent on 1 million data is very small, when the number of more than 3 million is a little more time-consuming.While the test is open to read data at the same time in a test phase, which reads the data simultaneously and writes the data, it is not found that this results in a sharp decrease in performance and a slight slowdown.Iv. Related SolutionsLater, asynchronously, I used a thread pool to synchronously perform all the insertions and reads, and fou

Quickly construct the MMO Server framework (7) High concurrency TCP network framework

It took more than a week to test the TCP-based high-concurrency connection network architecture. Objective: To use multiple threads to distribute network connections, data packet compression/decompression, encryption/decryption, and other

Quickly build the MMO Server framework (2) Network: Select boost Library

It seems that there are no online game servers on the Earth that do not support the internet. The following articlesArticleWe will try to use the boost library to implement network-related functions of the server.Alternative libraries include ace

Game server architecture for large MMO-SNS

SNS games and RPG online games have some different characteristics, which may lead to some differences between the background architecture of such games and the background architecture of RPG online games. SNS games generally have the following

Quickly build the MMO Server framework (I)

Smart heads are precious and limited resources. When the world is still filled with a lot of interesting new problems to be solved, they should not be wasted on re-inventing things like wheel.-- Eric S. Raymond Most Programmers think they are

Use Adobe Flex 3 to develop massively multiplayer online games

Introduction This article briefly introduces how to use Adobe Flex 3 technology to develop multiplayer online games. I talked about why I chose Adobe Flex 3, the issues I pay attention to during development, and a simple process for development. It is helpful for anyone who wants to know about Flex 3 in game development. There are a few other words in the middle, so I can't think of how to express them better. Please help me with them. Thank you! Use flex3 to develop multiplayer online games Mas

Game programmer Growth

beneficiary. For MMO game production, solving the C ++ technical team is one of the foundations for ensuring qualified software. My h3dAll core studio technicians and game production managers are members of the smth BBS game production edition. From 99 years to the end of the iner's previous moderators in h3dStudio. Here, I will remove the specific training and technical team establishment content and only talk to you about the vital interests of

Development of C ++ game programmers from the Technical Management Perspective

C ++ games from the Technical Management Perspective Program Member Development Yao Yong This is one of my thoughts on recruiting and training game programmers over the years. I always wanted to summarize it. The main purpose is to better train the new C ++ programmers of the company, and establish a game programmer training, development, and talent to become the core backbone and management layer, A complete set of systems, such as the option beneficiary. For

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