Quote:
Let me rephrase:
I bought A7 Pro so that I could do Multizone/multiserver support for MMOG (Pro Edition).
Even if I do not scale up to 100,000 users, I need to at least scale up to 10,000 users, and I paid for the A7 Pro version to do just that.
It is shown as one of the features of A7 Pro. Is there anyone who can tell me how to use the Multizone/multiserver feature of A7 Pro? Or does A7 NOT have that feature, and I just wasted my money?
Thanks.
You are aware of what your asking from a engine that costs 800$? try multiverse or the likes because if you want to do this with gamestudio then you got alot of work to do first start from very basics to learn the standard way of programing network games for gamestudio.
Multizone/multiserver is something alot of mmo programmers do after the first stage of multiplayer
World of warcraft uses a heavily modified warcraft 3 engine the network solution they had at warcraft 3 is the primary changed part. and as far as I know multiserver systems is actually based on client-server just that it got a client-networked servers most of the time one server focuses on one thing in such systems like 1 for this zone 1 for another zone 1 for characters 1 for logins 1 for AI based on what the developers needed this vary from game to game or company to company.
The A7 pro allows multizone and multiserver but 10,000 players is a little large for a one man team or even a 10 manned team to even think about.
you will have to do some serious good work on grapichs and code handling here because I would love to see gamestudio have 20 players and 8-9 mob npcs running on screen with enviroment and spells/skills being used.
Firstly you should tell someone of what you already can and cannot program. If you think multizone is just activated by two lines and suddenly you can have 10,000 players think again, you need to program alot more than just that.
I would say you should top-out at 50 players first to see how stable you have made it, cpu, memory usage, client side memory, gpu and cpu usage, network optimalizations to prevent the game to send 100kilobytes with junk the client and server dont actually need to send to eachother and actuall cut it to lets say 10kilobytes.
Take counter strike source for eksample its not the most perfectly coded network game but it got quite good optimized 100tickrate server rate 25000 cl_updaterate 100 cl_cmdrate 100 takes about 15 kilobytes of the network. when it was in beta stage it took 30kilobytes for these rates.
Sorry for the long post just wanted the info to come out. ps:Do not think to complete a mmo alone it will take a life time to get it done. =p
Last edited by Darkyyes; 10/02/07 21:59.
New to lite-c and gamestudio in general, thank you for reading. Com, A7 v7.7
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