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Vadorequest

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About Vadorequest

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  1. I guess it really depends on the kind of game you're building. But for a browser-based game I would prefer Redis, RAM makes more sense for something like Battlefield indeed. Redis is something to use on the server side, not the client. Sessions, temporary data and this kind of stuff should rather be stored there than in RAM.    I'm doing a thesis about MMO, but I'm also building one (well, trying to, at the very least), a browser MMORPG and it makes sense in this case to store the world map data, user sessions and more. I of course use persistent storage (mongoDB) to ensure data integrity. But I didn't talk about it sooner because I don't want to base my thesis on my own experience, since I am far too yound and inexperimented to have a clean overview. That's why I count on experienced developper's feedbacks to help me out.
  2. I wouldn't store such content into RAM, the server wouldn't support it, better to use Redis for instance for such purpose. Just faster in I/O operations than RAM, assuming you don't need to keep any history of the messages themselves. But you're right about the design.   http://redis.io/
  3. I guess I'm wrong again, I see MMO as a game, because I'm used to MMORPG, but it could be an application as yours indeed, I just didn't see it this way so far... (Make the bibliography is the first part of a thesis, it's like the analysis part of it, where we read things and we became more aware of what direction the thesis will take. So that's why I'm not like certain about what should be included and what shouldn't, thanks for helping me to get a framework here)   What I mean by MMO (insinuating video game) is any kind of online game with massive players interraction, IMVU is more a chat thing but it does also is a game. 2D, 3D I don't really care, even a browser game like Travian or Ogame without any kind of graphic is fine.
  4. Thanks for the feedback, I didn't have time to answer properly before even I read through the links.   I understand that the online version isn't released yet, you're still using application on Windows/MAC I believe. Guess the issues you talked about are quite recent and you're working on it.   It's indeed kind of crazy you had to care about the hardware and improve it somehow to improve performances for a specific chipset. Sounds crazy. I understand your main issue is about scaling the application for a large scale of users. But what other issues did you run into because you changed the technology used? You're still working with C++, so you probably didn't have to change much about the application itself but I'm sure there were many issues due to the generated code based on a C++ app.   It's kind of outside the scope, because it's not a MMO (but it embeed MMO games I guess) but still your feedback is interesting!
  5. Yeah, you're right. I used the term "MMO" there even if it's not indeed a MMO, just some example of a multiplayer game. It's just that what's needed in a mutliplayer game is also needed in a MMO, as you said. 
  6. I prefer to talk about MMO in a more general way, MMORPG are indeed quite specific, they need a lot of work just about the story to get the players into the game. That's a huge work which isn't related to programming at all.   I found this new resource about MMO, interesting. It starts by explaining which technologies he used and why, then make a tutorial to build a simple MMO game and at the end he explains what's quite important and specific about MMO, like entity interpolation and client prediction. http://buildnewgames.com/real-time-multiplayer/
  7. This is a discussion about technologies used to build MMO (real time) video games played through a browser and mobiles. (Massively Multiplayers Online)   Any feedback from developpers who have build MMO would be greatly appreciated, the aim is to compare technologies with pro and cons, not to tell which one is the best but to have an overview of what exist, what can be used, what should not be used and what incoming technologies/frameworks seem promising.     I am a student currently writing a thesis, the results of this discussion will be part of it. The thesis will be written in French and in English, and a link to it will be added to the main post once it is released. (~June 2015)     The first step is to build a bibliography of articles, books, blogs, thesis and so on. I am also willing to interview some developpers (i.e: InnoGames) and get experience feedbacks.     Bibliography http://www.sitepoint.com/html5-and-the-future-of-online-games/ Compare Flash games used a few years ago with HTML5/JS games based on the browsers rendering engine. Basically explains that HTML5 games are nowadays much better than Flash due to the low cost, compatibility, based on an open-source technology, doesn't require any extra plugin or so. May 25, 2012 by Jarred Draney  http://buildnewgames.com/real-time-multiplayer/ Explains what technology he used to build an online game (Node.js, socket.io and canvas/WebGL) and why. Then makes a tutorial to build a basic application with some stuff related to video games like client prediction and interpolation. Jul 18th, 2012   by Sven Bergström http://gafferongames.com/networking-for-game-programmers/what-every-programmer-needs-to-know-about-game-networking/Explains how real time multiplayer games were done a few years ago (DOOM: peer-to-peer) and why the model was wrong. Explains why latency sucks and how to deal with it (client side prediction). There are many other links and tutorial in this website which are great, about gaming, but not only. Jan 25, 2010 by Glenn Fiedler Interviews and experience feebacks InnoGames (waiting) So, what to do now? Please help me to build the bibliography by adding resources that you think are related and would be useful. Also if you have any experience that you could share, please do!  Once I have enough information I will write a quizz and specific questions to ask to the people I want to interview.
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