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
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 determines the length of game life.
--The above excerpt from: Song in Beijing: The secret to find
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,
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.png -initprogressbar.png -initprogressfram
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 Server http://www.kbengine.org/docs/installation.html2. browser access to localhost if not clear please download compile packaged demo, and follow the folder structure to place and see the archive tutoria
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
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 found that it was significantly more efficient and did not degrade because of the performance of MongoDB
1, now learn to sell, learn to use the
2. Environment description
1 Core Switch S5700 (Huawei)
2) access to switch S3700 (Huawei)
3. Request
1 different VLANs can not be accessed from each other, each VLAN can only belong to one department
2 The Department 12 terminals are configured as follows
Terminal 1:192.168.162.2/24 Gateway is: 192.168.162.254
Terminal 2:192.168.162.3/24 Gateway is: 192.168.162.254
3
Today, the tutor told me about the company's network topology, related to the switch, the basic concept of routers and principles, I am not very clear, so on the internet to learn the information to learn a bit, and then feel that this article is good, so it reproduced, but I reproduced not the original text, and did not attach the original link.
Here I posted a link to my reprinted article: http://blog.csdn.net/herostarone/article/details/8256235
Two
Two-layer switching technology is a mature development, two-layer switch is a data link layer device, can identify the Mac in the packet
Address information, forwarding based on MAC addresses, and recording these MAC addresses with corresponding ports in one of their own.
Address table. The specific work flow is as follows:
(1) When the switch receives a packet from a port, it first reads the source MAC a
Simply put: Layer-1 switchOnly physical layer protocols are supported (one phone-controlled switch can be called ???)L2 SwitchSupports physical layer and data link layer protocols, such as Ethernet switches.L3 SwitchSupports physical layer, data link layer, and network layer protocols, such as some switches with routing functions. In terms of the ISO/OSI hierarchy, switches can be divided into L2 switches and L3 switches. A layer-2
I'm going to go down to the two and three layers of the switch.
A two-tier switch is equivalent to dividing an interface into multiple interfaces, just to provide a lot of interfaces; (if the landlord is not a professional person can ignore the following content) theoretically it can be understood that the switch does not split the broadcast domain, but split the
Click the Label Switch and switch the DIV tab to switch the div
Copy codeThe Code is as follows:
How does Maxthon2 automatically switch the new tab to the new tab?
Khan ...... I'm not doing anything about it. If it's me, I will choose to load the proud game (including configuration data) and reload the proud game.Suppl
1) layer-2 Exchange Technology
The layer-2 switching technology is relatively mature. The layer-2 switch is a data link layer device that can identify MAC locations in data packets.Address information, which is forwarded based on the MAC address, and the corresponding MAC addresses and ports are recorded in a local location.Address Table. The specific workflow is as follows:
1) when the switch receives a pa
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