Jump to content
  • Advertisement

Suvitruf

Member
  • Content Count

    19
  • Joined

  • Last visited

Community Reputation

107 Neutral

1 Follower

About Suvitruf

  • Rank
    Member

Personal Information

Social

  • Twitter
    suvitruf
  • Github
    suvitruf
  • Steam
    suvitruf

Recent Profile Visitors

1523 profile views
  1. Thanks for this really interested article. I've translated it for my blog. 1st time I've seen the developer whose goal is to help people become better. It's really inspiring. I hope, everything will be good with your project and your life, @slayemin ٩(◕‿◕)۶
  2. Suvitruf

    A Brief Introduction to Lerp

    Thanks for the article. Translated it for my blog: https://suvitruf.ru/2019/03/13/4305/a-brief-introduction-to-lerp/ 🙂
  3. I've started to work on this lib for our current project. But, maybe gamedev community will be interested in it. Assume, you want to get your game version name and code. Yes, you will write something like this using AndroidJavaClass and AndroidJavaObject: public static int GetVersionCode() { AndroidJavaClass contextCls = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject context = contextCls.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageMngr = context.Call<AndroidJavaObject>("getPackageManager"); string packageName = context.Call<string>("getPackageName"); AndroidJavaObject packageInfo = packageMngr.Call<AndroidJavaObject>("getPackageInfo", packageName, 0); return packageInfo.Get<int>("versionCode"); } public static string GetVersionName() { AndroidJavaClass contextCls = new AndroidJavaClass("com.unity3d.player.UnityPlayer"); AndroidJavaObject context = contextCls.GetStatic<AndroidJavaObject>("currentActivity"); AndroidJavaObject packageMngr = context.Call<AndroidJavaObject>("getPackageManager"); string packageName = context.Call<string>("getPackageName"); AndroidJavaObject packageInfo = packageMngr.Call<AndroidJavaObject>("getPackageInfo", packageName, 0); return packageInfo.Get<string>("versionName"); } With this lib you can do same thing like this: var activity = Internal.GetCurrentActivity(); var pm = activity.GetPackageManager(); var pi = pm.GetPackageInfo(activity.GetPackageName(), 0); int code = pi.VersionCode; string name = pi.VersionName; There are not much you can do with this lib right now. But I'm going add new classes/methods from time to time. I appreciate any feedback. Also, would be great if you star this repo
  4. Suvitruf

    Database Structure for MMO's

    I've worked with SQL in CRM field. Usually data structure in this field doesn't change a lot. Yeh, I understand. For us...We have chosen NoSQL 'cause we can iterate and prototype faster.
  5. This is not "temporary room".Yes, here is the city-builder part. Game server instances and client on Unity3d. MM on Java. You can check our trailer (:
  6. Suvitruf

    Database Structure for MMO's

    With SQL db you spend a lot of time and resources when your schema changes. That's my point. I'm not sure about performance. It depends on cluster size. Btw, RethinkDB supports secondary indexes (:
  7. 1) Player sends request to on of Auth servers. Get token. 2) With token sends requests to one of api servers. Api finds server/node with free space, send req to this node. On this node we create room for user. And send back info about this server to api, which sends this info to client. 3) Player connects to this game instance. 4) When players want to play, they send request to their servers (game instances). This servers send request to Match Maker(MM). There happens some magic. At the end MM trying to find free server; and here we create arena room. Send back info about it to MM, MM sends this info to instances. Instances send info to players. 5) Now players can connect to same instance and play together. That's it.
  8. Suvitruf

    Matchmaking and bots

    Np. Good luck with your game (:
  9. Suvitruf

    Matchmaking and bots

    Not much, we have just launched ~10k WAU.
  10. Suvitruf

    Matchmaking and bots

    We don't tell them. Some player guess that it's bot, but most of them not =D
  11. Libgdx, for example, pretty lightweight. Last time I'v worked with it, it has added less than 1mb to result apk.
  12. Framework allows you to make cross-platform game. With canvas from native SDK you have to make it independently on each platform.
  13. Suvitruf

    UnnyWorld on Steam

    Hello there! We have been working on UnnyWorld for 3 years. We have started it on Games Jam. And now we finally released it. The game is written on Unity3d. For database we are using RethinkDb. We are happy to discuss any tech stuff. We will be grateful to get any sort of feedback. Also, we can answer any technical questions ^^ UnnyWorld Key Features: · Brand new MOBA experience. · Compete in real-time PvP battles. · Team up with your friends to fight in Arenas 3vs3. · Joy with innovative system to cast spells. · Fast matches. Around 4 minutes. · Easy to learn, but hard to master. Steam: http://store.steampowered.com/app/446270/UnnyWorld/ Genre : MOBA + City Builder Developer: Unnyhog Release date: 26th July 2017 Platform: Windows, Mac, later will be Linux and release on mobiles Official page: http://unnyworld.com/ VK: https://vk.com/unnyworld FB: https://www.facebook.com/unnyworld/ Forum: http://forum.unnyhog.com/ Trailer:
  14. For simple project I'd recommend to use LibGDX. I've worked with it few tears ago. Even have published tutorials on github. You can find here complete source of my version of Bomberman.
  15. For us the main problem with C# Game Server - memory leaks. We build server instances via Unity3d. And it gradually eats more and more memory )=
  • Advertisement
×

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!