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      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.


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About penihopz

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  1. Anything that can run under linux will be a good thing actually i need something simpler than racknet, something more native which can work on linux a simple client-server engine/lib would do
  2. Hi, I need a mmo-oriented network library for c++ with which is able to support atleast 5000 clients per server without any problems/bugs/crashes and has been tested/used already for a popular mmo game.   i need it only for the server because i have java&flash clients and i doubt there will be anything usefull done for them.
  3. selling all sources for cheap
  4. you must be logged in to facebook in order to connect. [url="http://apps.facebook.com/blockrage/"]http://apps.facebook.com/blockrage/[/url] the thing is 90% done, levels and 3-4 functions are still not implemented [img]http://public.gamedev.net//public/style_emoticons/default/smile.png[/img] i'm open to any ideas, feel free to spam me, any time, without permission. Hi, so 4 months ago i started working on my own mmorpg for facebook, as i have alot of experience in server<->client network programming, i managed to create something very massive but, the thing is i don't have time nor the money to finish the game, i'm using royalty-free sprites for now, so here is some pretty basic information just in case you are interested: server: OS: Linux; requirements: approx 24 cpu cores (1 or 2 cpus) and 16 gb RAM for 10 000 players online; net: at 100% load (all the players moving actively) that would be like 8mb/s at most. technology: epoll/multithreaded non-blocking sockets. DB: mysql5; Threads: asynchronous, non-blocking sockets with epoll, you can specify how many threads to run to optimize packets processing (i guess not more than 10ms lag at 100% load with 96 threads on 24 cores processor. client: ActionScript 3, map: 2000*2000 tiles, each tile is 60 pixels. idea: not too certain yet, but for now, just like any other mmorpg, a chat, building objects, walking around, facebook login/names. yet all of it took alot of time to build in order to minimize lags and optimize the flash code, everything now works smoothly on flash player 9 and up. due to the fact flash does not support multithreading, i had to implement some pretty genius code in order to make everything lagless. From Russia with Love.
  5. [quote name='wildbunny' timestamp='1314100966' post='4852747'] Hi guys, I'm implementing interest management in my server/client based MMO so my message broadcasts are not geometric in the number of players. I've got this problem that I can't find anywhere in the literature: Player A is standing still. Player B runs into Player A's interest zone and therefore Player A starts receiving messages about Player B Player B runs out of Player A's interest zone and stops receiving messages. Player A then follows Player B, catches up to the last position he knew Player B was at and sees Player B in the wrong place, but the on the server Player B is not inside Player A's interest zone because he ran way, way off into the distance... What is the standard way of dealing with this? Cheers, Paul. [/quote] try this: when player B runs out of player A's interest zone, Player B's "isonline" flag is set false by the client, and set online again if we receive packets about player B.
  6. after playing post any feedback, tnx
  7. Website: [url="http://blockrage.com"]http://blockrage.com[/url] Hi! been a while, client code is now 6000 lines (without spaces), and server like 4-5k, it all works no serious bugs so far each subserver can hold up to 1000 players check these awesome videos: [url="http://www.youtube.com/watch?v=0CgMNQ1VbJQ"]http://www.youtube.c...h?v=0CgMNQ1VbJQ[/url] and [url="http://www.youtube.com/watch?v=JyBEAZ0Rwqw"]http://www.youtube.c...h?v=JyBEAZ0Rwqw[/url] if that is not a proof 1 man can build mmo game i don't know what is, ofc there's alot more to come, shops and trading and more buildings within few years when im done with university works also, take a look at this very very old thread-> [url="http://www.gamedev.net/topic/584962-mmo-new-mmorpg-game/page__p__584962#entry584962"]http://www.gamedev.n...962#entry584962[/url]
  8. use linux, recode your server 2 times = forget for your problems u dont really need win& its IOCP , you just need epoll / select and non blocking sockets - way faster to code.
  9. [quote name='bennettbugs' timestamp='1311350841' post='4838985'] Ive been thinking for a long time now how to implement internet connections into a game im making. I dont want to have to pay for a server or anything, but allow users to make their own servers. I am using C++, opengl and SDL to make my game. What would be the best way to do this? [/quote] try something like [url="http://www.boost.org/doc/libs/1_36_0/doc/html/boost_asio.html"]http://www.boost.org...boost_asio.html[/url] or [url="http://www.cs.wustl.edu/%7Eschmidt/ACE.html"]http://www.cs.wustl....chmidt/ACE.html[/url]
  10. Nice portfolio, i really like it, wish you good luck from all my heart
  11. in my 2D engine i made it this way: after user presses the button to walk a packet is sent to the server and then to other clients (instantly) that the user walks right, all users see that guy walking right and every 130px he re-sends the walking right packet, else other users would see him stopping after 150 px (walking 130px == ~600ms so its not that fast at all ) its just amazing, tested with 20 open clients on my dekstop computer and 10 clients on my laptop, my eyes cannot see any difference in moving position ! ofc u can make it per 50px or 200px