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
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
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 features:
(1) interaction between all player roles
In an SNS game, a player role will look for his friends or any other unrelated player role for some logical interaction.
(2) This type of gamer role is
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
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 ach
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, a
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 causin
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: -(server root) -streamingassets ( Create Assetbundles generated folder) -UI (UI folder under assets can be copied directly) -crossdomain.xml -initlogo.
) selected: assets->nav_build->xinshoucun->navmeshbuild-> Build Bake, wait for the build to complete unity3d Resource Explorer (non-menu): assets->nav_build-> Xinshoucun->caibakednavmesh->save, place Srv_xxx.navmesh in the server Kbengine\demo\res\spaces\xinshoucun (note: It is recommended to remove CAI-NMGEN-RCN (Generate Navmesh) after the build is complete. zip UnzipOut of the file, will cause the game can not be exported errors, the reason is
Label:First, the preparationWe are going to do a tens MongoDB test, the operating system selected CentOS 5.5 64-bit version, the basic simulation of the actual use of the environment, using a single cluster model (testing the actual effect of multi-CPU cases).Test benchmark Data:Server configuration:Intel Xeon E5506 * 2 Total 8 coresMemory is 8GB DDR3Application:Programming Language: C + +Compiler: GCC 4.4.5Boost version: 1.47MongoDB Version: 2.02Test Purpose:To test for delays in large amounts
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
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 time-consuming operations (ASIO does not provide native support for these operations), along with a thread pool framework. Only the appearance of a single thread is exposed to the logic layer of the game, isolating t
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 and libevent.Ace is too fat. I personally dislike the practices implemented by standard containers.Libevent is too thin, and other functions are not rich enough.Boost is not fat or thin, compatible with and
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
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 smarter than ordinary humans. I have been wandering in the online game development circle for two years, and all the so-called Senior programmers I have seen are fond of repeatedly inventing the wheel (part of th
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 otherPeop
thoughts on recruiting and training game programmers over the years. I always wanted to summarize it. The main purpose is to better train new C ++ programmers and establish a game program.
Sequence worker training, development, and success have become the core backbone, management, and options beneficiary. For MMO game
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 compl
The content source of this page is from Internet, which doesn't represent Alibaba Cloud's opinion;
products and services mentioned on that page don't have any relationship with Alibaba Cloud. If the
content of the page makes you feel confusing, please write us an email, we will handle the problem
within 5 days after receiving your email.
If you find any instances of plagiarism from the community, please send an email to:
info-contact@alibabacloud.com
and provide relevant evidence. A staff member will contact you within 5 working days.