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 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 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
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
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
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
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
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
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,
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:
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
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
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
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
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
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
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
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
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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