background preloader

Redes

Facebook Twitter

Building a simple yet powerful MMO game architecture, Part 3: Capabilities and limitations. Introduction This article is the final part in the series about an MMO game architecture based upon IBM's first 3D MMO game, PowerUp. Part 1 outlines the architecture, specifications, and intended functions of the architecture. You learned about the high-level and detailed architecture design. Part 2 examines the underlying Web use cases and database tables that comprise the architecture. This article evaluates the architecture's capabilities and limitations. Back to top High-level architectural goals Part 1 outlined the high level goals, in Table 1 below, that an MMO game architecture should address. Table 1. Scalability Adding new game servers is straightforward.

Add a new server entry in the GAME_SERVER table.Deploy and start a corresponding game server. In principal, the number of game servers that can be accommodated by the architecture is limitless. It's trivial to add new cloned, or sharded, game servers to immediately scale to almost any number of users. Flexibility in deployment.

Secundarios

RakNet - Multiplayer game network engine. Tutorial. 3. Adding functionality Now that we have a client and server instantiated, we need to know what it can do. The best way to find out is to go to the source: RakPeerInterface.h. It contains all the functions for the class, plus detailed comments on each function. See the comments for the Startup and Connect functions. You should also take a look at SetMaximumIncomingConnections.

In the code, after the server was created, add code to start the server. Do something similar with the client. This is all you need to do to start a server or connect a client. As you can see from the "char *data" member, all packets contain an array of bytes. You'll see there are quite a few pre-defined enumerations. Create a loop for the main body of your program. At this point you should be able to run two instances (In Visual Studio, hit ctrl-F5 twice) and connect to each other. Server output (C)lient or (S)erver? Client output (C)lient or (S)erver? We are now ready to send input. (C)lient or (S)erver? FPS Tutorial. Torque 3D Official Documentation. Torque Networking.

Overview Torque was designed from the foundations up to offer robust client/server networked simulations. Performance over the internet drove the design for the networking model. Torque attempts to deal with three fundamental problems of network simulation programming - limited bandwidth, packet loss and latency. For a more detailed, if somewhat outdated, description of the Torque network architecture, see "The Tribes II Engine Networking Model" paper by Tim Gift and Mark Frohnmayer and the accompanying PowerPoint slides in the Torque documentation area on GarageGames.com. An instance of Torque can be set up as a dedicated server, a client, or both a client and a server. If the game is a client AND a server, it still behaves as a client connected to a server - instead of using the network, however, the NetConnection object has a short-circuit link to another NetConnection object in the same application instance.

Unguaranteed Data (NetEvent) - if this data is lost, don't re-transmit it. TNL.