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About Polydone

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    Game Designer
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  1. Polydone

    C# meet Linux, Linux meet C#.. Play nice now!

    I'm really impressed with .Net core 2.x . I also just ported my game server to .Net Standard / Core and only had a few minor issues due to slashes and case-sensitivity in paths. What is your reason for choosing to develop on Linux too? Do you find Visual Studio Code is a viable alternative to Visual Studio Community?
  2. Polydone

    Linux Server Action!

    What are we seeing? Are you running the Unity editor on the servers too? Or are the editor windows on the client?
  3. Polydone

    Buh-bye Windows, hello Linux!

    Thanks. When I get around to buying a new computer I'll definitely be looking into creating a dual-boot setup, because I want to release my game for Linux too - might as well since I'm using Unity for the client. I'm not quite able to switch to Linux as a main desktop because of Visual Studio and games. Pretty much everything else on Windows is non-essential for me, although I'm not 100% sure how well the Unity editor runs on Linux.
  4. Polydone

    Mountain Ranges

    I'll tag along for this one - it's going to be interesting to follow this project. If I understand this correctly - given the functions and parameters it would be possible to create any subset of the world, and thus also split the simulation over multiple physical servers?
  5. I've been looking into server hosting for the game server, and since Windows Server does cost a bit to lease and also fires up a bunch of services that I don't need at all I've been looking into Linux. The server is written in C# and previously Mono was the only realistic alternative for Linux - but it had a reputation for very bad performance in many cases. .Net Core 1.x was way too restricted feature-wise, but with .Net core 2.x the tables have turned. So last day I embarked on a mission to port my entire codebase - except for some Windows Forms test projects - into .Net Standard, and created a .Net Core console project to start the service. This turned out to be totally painless. I wasn't using any functionality that wasn't part of .Net Standard 2.x so it simply just worked. The next step was to run this on Linux. I have very little experience with Linux but Google works well for most things so I set up a Centos 7 VM in Hyper-V and went to work. The installation did take a few tries and I had to battle a few permission problems when following a guide on installing .Net Core on Centos but they weren't a big hurdle. Of course when I managed to start the program it crashes immediately, and I found some issues with path names - backslashes and case-sensitivity - when loading game data. These were also fixed pretty easily and soon the server was running. I couldn't connect to it though from the host system, but this was a simple matter of opening a port in the firewall. So far I'm already becoming a Linux fan at least when it comes to servers. Running a box without any graphical user interface is in some ways easier. Everything is a file and everything you can do can be done with a command. On Windows most things you do when managing a server consist of a complex series of clicking this and that button or file icon, filling out textfields etc. etc. and is hard to document (I'm sure you can also do most things with CMD and Powershell of course) On Linux it might take some time to research how to do even the simplest thing for a newbie such as myself, but every command needed can simply be stored in a text-file, so that I can easily set up a new server from scratch. And this file can easily be updated - and reviewed by a Linux expert for troubleshooting.
  6. Polydone

    What does MMORPG require?

    Exactly - it would be a much better name for the genre itself. Except the term is not widely used.
  7. Polydone

    What does MMORPG require?

    Indeed it does, but perhaps the OP isn't in fact aiming for "Massive" as such, but instead using the term to describe the genre/gameplay? As it is there isn't really any other word that sufficiently describes the genre and encompasses both small and massive games, and I actually think it's a bit of a problem because I expect many indies who "want to make an MMORPG" realize very well that they won't be able to create a huge game world like WoW or handle many thousands of players in the same world. A game of the "mMORPG" genre but of a much smaller scale could be perfectly profitable for a small team, or enjoyable as a hobby project. "Online RPG" doesn't totally describe the genre because not all online RPGs have shared (persistent) worlds.
  8. Polydone

    TCP/IP server, multithreaded?

    I expect receive/send performance is the most important part for a game server, where clients are typically staying connected for several minutes/hours?
  9. I'll give it a try if I decide to move past prototype for C# -> C++ migration thanks It also seems like it would make it a lot easier to move to another IDE? Yeah you're right - I haven't kept up with alternatives and I probably should. 15 years ago alternatives to VS were all either unstable immature visual IDE's or emacs etc. But no matter what product I choose there will probably one or more features I dislike:)
  10. Polydone

    TCP/IP server, multithreaded?

    Someone has too much spare time for their own good:) That's dedication for sure. Do you have any conclusions you feel like sharing?
  11. Implementing a system where content packages are downloaded when needed is probably more realistic, but far from trivial. Unity has support for it with assetbundles, and Blizzard games use techniques like that a lot. I won't touch any of that with a 10 foot pole myself if I can help it because it adds a serious layer of complexity that I can't afford to deal with:)
  12. Polydone

    TCP/IP server, multithreaded?

    I'm starting to consider rewriting my C# server in C++ and I'm thinking about using Boost.Asio for platform independence, since I'm developing on Windows but will probaby want to host the server on Linux. I believe it uses iocp on windows and epoll on linux.
  13. Thanks for the link. I'm actually putting the files in folders because I'm choosing "Show all files" but it isn't optimal. I guess I'll just accept the "VS" way and use their filters.
  14. I think I would just give an object a Platform script if it's supposed to be a platform, a Bullet script if it's supposed to be a bullet etc.
  15. I'm getting back into C++ after not playing with it for many years. Being spoiled as a C# programmer I'm finding quite a few things about the Visual Studio environment surprisingly puzzling. I'm used to just being able to add a class to a folder, and I want to structure my code in folders with matching namespace, but whenever I try to add a class to a folder Visual Studio just puts it in the root. I can of course move it but I can't help thinking - if VS is making it so hard for me to do what I want am I doing something wrong? How do you structure your C++ code?
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