Xcode Mass Multiplayer (Not What You're Probably Thinking)

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死守一世寂寞
死守一世寂寞 2020-12-22 14:12

Okay so I would like to make a game, I\'m trying not to divulge what it is but it requires anyone of a certain level in the game who is currently playing to be able to see e

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  • 2020-12-22 14:47
    1. Xcode is an IDE and Unity is a Game-Engime.

    If you need to create your own game since the beginning, you should use an IDE. But this is really LONG and sometime difficult. With a Game-Engime, a big part of the game is already programmed (physic, 3D animations...) so you can focus your time for program your game.

    1. Game Center is for share a game or a score. Not played online.

    For play online, you should create your own server.

    1. Do you know how to program? Are you good in 2D/3D?

    For create an MMO game, you must be logic.

    • First, you should create a client.

      • The client is the game

      • He contain the sounds, the graphics, the scripts...

    • Second, you should create a server.

      • The server is connected to all clients.

      • He contains the databases (Accounts, characters, HP, gold...)

    So where started?

    When a character move (from the client A), he send his new position to the server. The server send this position to all the client. So the client B know where is the character of the client A and can draw a tileset (in your example, you can draw the tileset only if the boolean sameLevel is true).

    Take a look at the sockets:

    http://www.linuxhowtos.org/C_C++/socket.htm

    http://www.nullterminator.net/winsock.html

    https://stackoverflow.com/questions/tagged/sockets%20c%2b%2b

    https://stackoverflow.com/questions/tagged/sockets+c

    Hint - I have already answer at some similar questions. Even if the programming language are sometime different, I give you the link, the logic is always the same so it can maybe help you:

    • Creating a Multiplayer game in python

    • Multiplayer game in Java. Connect client (player) to game that was created by other client

    • How would an MMO deal with calculating and sending packets for thousands of players every tick for a live action game?

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