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networking solutions for making MMO

Started by April 16, 2015 05:28 PM
10 comments, last by wodinoneeye 9 years, 6 months ago

hello all ,

we are currently making a MMo game using Unity 5 and bolt engine can you guys suggest which will be a better

solution for making a MMO server ?

feel free to contact me to know more about our project and also to help us out

skype : sreenandhu4

This is too vague for anyone to give a decent answer, I think. What kind of game? Real-time synchronized between X number of players? A card game? asynchronus strategy?

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Not really sure about new Unity 5 networking and have completely no experience with bolt engine. However, from what I can say, networking Unity used to have should be enough. Thing is, if you are doing MMO game, you need to have good grasp of how and when you need to synchronise information and you didn't share any details of your project, but it is absolutely possible to do a decent synchronisation model using tools Unity currently provides. Not sure about way other tools handle it, but you will probably need some abilities regarding databases (SQL) and some scripting language (PHP? Python?) to provide access to data from SQL through WWW class.

You wouldn't use php for the server.

The server should talk an optimised protocol possibly using udp. This should be the same protocol your game is using so you may have to write it in unity.

Good luck!
The answer to the question "what's best for a MMO" depends on the requirements.

How many players must be supported in a single instanced area at the same time?
Do you want town bazaars with 1000 players at the same time?
Do you want sports arenas with 40000 players at the same time?
Do you want social gathering spaces with 100 players at a time, where groups of maybe 10 then go to an instanced dungeon area?

The solutions, both in engine structure, and in gameplay, must be different for each of these scenarios.

So -- are you using Bolt now? What part of your game design do you think won't be possible on Bolt, and why?

Btw: @braindigitalis: Bolt Engine does not use PHP AFAICT. I believe @Pindwin suggested that, for the non-entity work (login, trade, etc,) a web service on top of WWW would also be needed.
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There have a solution for making a MMo game using Unity,its free and opensource.

It have a stablish network(include client's network write by c# and server's network write by c++[libevent] ).

the website: https://github.com/ketoo/NoahGameFrame

features:

1: it is easy to use interface oriented design minimise the effort;

2: extensible plugin framework makes getting your application running is quick and simple;

3: clean, uncluttered design, stable engine used in several commercial products;

4: using the actor model has very high performance(by theron);

5: based on the event-driven and attribute-driver can make business more clearly and easy to maintenance;

6: based on the standard c + + development, cross-platform support;

7: with existing c++, c# game client for rapid development;

if u r interest to use this frame, pelased contact the author without hesitation.

https://github.com/ketoo/NoahGameFrame [A fast, scalable, distributed game server framework for C++]

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and the network in this website: https://github.com/NFGameTeam/NFNET

i have used it in my online game and it easy to learn.


//1:init
NFINet* m_pNet = new NFCNet(nHeadLength, this, &NFINetModule::OnRecivePack, &NFINetModule::OnSocketEvent);
m_pNet->Initialization(strIP, nPort);//as server
//m_pNet->Initialization(nMaxClient, nPort, nCpuCount);//as client


//2:call it in every frame
m_pNet->Execute(fLastFrametime, fStartedTime);

there have a demo what how to use the network

https://github.com/ketoo/NoahGameFrame/tree/develop/NFServer/NFLoginNet_ServerPlugin //as server

https://github.com/ketoo/NoahGameFrame/tree/develop/_Out/Server/ClientBin/source //as client

if u have and question please contact the author.

https://github.com/ketoo/NoahGameFrame [A fast, scalable, distributed game server framework for C++]

so your saying is that that will suport a 3D MMORPG game ?

No, he was just spamming his project.

@whiplash: For a better answer from the forums, you need to answer the questions that I posted in #5: http://www.gamedev.net/topic/667655-networking-solutions-for-making-mmo/?view=findpost&p=5224200
enum Bool { True, False, FileNotFound };

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