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Re: A7 Pro Zone MMO networking capability
[Re: jedilq]
#158038
10/01/07 21:02
10/01/07 21:02
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Joined: Mar 2003
Posts: 5,377 USofA
fastlane69
Senior Expert
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Senior Expert
Joined: Mar 2003
Posts: 5,377
USofA
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Quote:
I need to scale up to 100,000 users, and client/server will not cut it.
No system can handle 100,000 users. Client/Server is your best bet; if it won't cut it, you'll need a time machine to go forward a few decades and fetch the technology you need.
Look for Locoweed's Tutorial for a A6 introduction to MP programming. It's not MMO and needs a lot of work (since it's just a tutorial) but it's a good start for A7.
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Re: A7 Pro Zone MMO networking capability
[Re: jedilq]
#158040
10/02/07 17:12
10/02/07 17:12
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Joined: Jul 2005
Posts: 1,930 Austria
Dark_samurai
Serious User
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Serious User
Joined: Jul 2005
Posts: 1,930
Austria
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If making MMOGs would be so easy, than everybody could do it! Start learning normal Client/Serverprogramming than you can think about games with more than 4 players (and making a game with 4 players over the internet isn't that easy). If you can write a game that handles more than 30 players you are my hero and if you can write MMOGs I call you GOD!!!! ^^ Fakt is, that it's nearly impossible for us to make such professional Software cause it needs very good knowledge about multiplayercoding!
PS: You can use the forumsearch, there are a lot of threads about that!
Dark_Samurai
ANet - A stable and secure network plugin with multi-zone, unlimited players, voip, server-list features,... (for A7/A8)! get free version
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Re: A7 Pro Zone MMO networking capability
[Re: jedilq]
#158042
10/02/07 21:53
10/02/07 21:53
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Joined: Jun 2007
Posts: 152 Norway
Darkyyes
Member
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Member
Joined: Jun 2007
Posts: 152
Norway
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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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Re: A7 Pro Zone MMO networking capability
[Re: juggalo10101]
#158044
10/03/07 13:34
10/03/07 13:34
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Joined: Sep 2007
Posts: 158 Guangzhou China
bomber
Member
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Member
Joined: Sep 2007
Posts: 158
Guangzhou China
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hahahaha!lol! realmcrafter is a $100 mmo engine wat do you expect from it
"I don't know what the facts are but somebody's certainly going to sit down with him and find out what he knows that they may not know, and make sure he knows what they know that he may not know." ————Donald Rumfeld
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Re: A7 Pro Zone MMO networking capability
[Re: bomber]
#158045
10/03/07 13:53
10/03/07 13:53
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Joined: Aug 2006
Posts: 652 Netherlands
bstudio
User
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User
Joined: Aug 2006
Posts: 652
Netherlands
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Yeah and 3dgs is a $899 engine, how do you expect to handle 10000 client's without any framerate drop or to much network traffic. It can be done, the coding you'd have to do however is just way too much.
BASIC programmers never die, they GOSUB and don't RETURN.
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Re: A7 Pro Zone MMO networking capability
[Re: bomber]
#158046
10/03/07 13:54
10/03/07 13:54
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Joined: Jan 2003
Posts: 4,305
Damocles
Expert
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Expert
Joined: Jan 2003
Posts: 4,305
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This is a kiddy-talk thread again.
No professional (and it needs a professional for a real mmo game) would buy an engine, and then say: Oh, I bought this engine, no why cant I click the "make my 100.000 clients MMO Game button".
Gamestudio is in the firt place a 3D Engine, so It is of course capable of Displaying! a MMO Client.
The MMO Server architecture is something that can be realized indepenently from 3dgs, or with the 3dgs inherent capabilities.
If you use the native methods, you dont need external dlls etc. But you have to do lots of workarounds, and the need to understand how to make efficient data-transmissions. The netwok protocols are somewhat "oriented" at small shooter games. For a massive client support, you need to seperate the datatranmission from the entity representation in the gameplay. You cant simply transmit everything, every frame that the entities do on your server. This does not! work for a MMO Game, it just works for shooter games with a small amount of clients.
The better choice is to use an external framework, or dll. You can check the GSTNet plugin, and its capabilities for example.
If you can display! your MMO Game with 3dgs, you can make the game-client with 3dgs, but you have to work on a framework that supports the data-transmission and syncronization with the gameserver.
You can even use a Java framework (Java is great for multiuser applications) and use 3dgs as the displaying slave. Even the server can be realized in Java. You just have to provide a data-bridge between Java and 3dgs. You do the server-client architecture in Java, and the rendering and Inputs in 3dgs.
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