Sign in to follow this  
whiplash

networking solutions for making MMO

Recommended Posts

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

Edited by whiplash

Share this post


Link to post
Share on other sites

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?

Share this post


Link to post
Share on other sites

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. 

Share this post


Link to post
Share on other sites
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. Edited by hplus0603

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

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.

Share this post


Link to post
Share on other sites

MMO-X  with X being what?

 

how many flavors are there...  RPG RTS  TBS  etc..

 

They vary a great deal even from local player counts to the patterns of data flow (how much data, update frequency, and how surgey the flow gets) and how much processing is needed for the data (and possibly how much data has to be maintained per user)

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

Sign in to follow this