mmo

Improve MMO game performance

点点圈 提交于 2019-12-13 18:26:06
问题 we are all aware of the popular trend of MMO games. where players face each other live. My area of concern, is storage of player moves and game results. Using Csharp and PostgreSql v9.0 via NPGSQL adapter The game client is browser based ASP.NET and calls Csharp functions for all database related processing To understand my query, please consider the following scenario we store game progress in a postgres table. For Example a tournament starts with four players and following activity Each

How do Real Time Strategy games work in PHP?

我与影子孤独终老i 提交于 2019-12-09 04:15:21
问题 Some MMO Real Time Strategy games such as Travian or oGame are coded in PHP. Could you briefly explain how such a game works behind the scenes ? How does the game make real time DB updates without player requests ? Also, what kind of server load / bandwidth would one have to expect when running a RTS game such as Travian with 1000 active players ? 回答1: Even though this topic is rather old, I do think I still have a 'better' (if I may say so myself) answer to your question then the vague "the

How online-game clients are able to exchange data through internet so fast?

眉间皱痕 提交于 2019-12-03 15:54:25
问题 Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet . On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with

How online-game clients are able to exchange data through internet so fast?

谁都会走 提交于 2019-12-03 05:22:36
Let's imagine really simple game... We have a labirinth and two players trying to find out exit in real time through internet . On every move game client should send player's coordinates to server and accept current coordinates of another client. How is it possible to make this exchange so fast (as all modern games do). Ok, we can use memcache or similar technology to reduce data mining operations on server side. We can also use fastest webserver etc., but we still will have problems with timings. So, the questions are... What protocol game clients are usually using for exchanging information

How do Real Time Strategy games work in PHP?

℡╲_俬逩灬. 提交于 2019-12-02 19:25:34
Some MMO Real Time Strategy games such as Travian or oGame are coded in PHP. Could you briefly explain how such a game works behind the scenes ? How does the game make real time DB updates without player requests ? Also, what kind of server load / bandwidth would one have to expect when running a RTS game such as Travian with 1000 active players ? Even though this topic is rather old, I do think I still have a 'better' (if I may say so myself) answer to your question then the vague "the updates are done by cronjobs" answer. Travian i.e. gives you the illusion of it being real-time through the

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

為{幸葍}努か 提交于 2019-11-29 18:29:01
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 each other in a sort of MMO style but not really. For example: Suppose I have players Bob, Mary, and Rob. Suppose that Bob is level 4, Mary is level 6 and Rob is also level 4. These would be shown in leaderboards by the way. What I would like is for Bob and Rob and anyone else who is level 4 AND CURRENTLY PLAYING to see each other in a sprite kit seen. I would like Mary to be off with other level 6's. I have little idea of

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

醉酒当歌 提交于 2019-11-28 13:05:52
问题 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 each other in a sort of MMO style but not really. For example: Suppose I have players Bob, Mary, and Rob. Suppose that Bob is level 4, Mary is level 6 and Rob is also level 4. These would be shown in leaderboards by the way. What I would like is for Bob and Rob and anyone else who is level 4 AND CURRENTLY PLAYING to see each