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About Polydone

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  1. 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?
  2. 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:)
  3. 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?
  4. 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:)
  5. 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.
  6. 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.
  7. 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.
  8. 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?
  9. I also have a couple of newly subscribed followers. Both have somewhat similar names and no posts. So I guess this is a new kind of trick - no idea what they're trying to gain by that.
  10. Thanks, I'm thinking it might even be worse since Iwould be using the entire name as part of the name for my game- yeah I don't have the pockets to fight a lawsuit. They would have to throw some resources at it since I'm living in the EU though but they could just C&D Steam etc. who would probably fold immediately. Too bad - Heretic Heritage sounded so nice - I better look for another name.
  11. Imagine Bethesda had made and trademarked a game called "Scrolls" and Mojang then later made a game called "Elder Scrolls". Do you think things would have went differently? Reason why I'm asking is that I just found a good candidate for a name for my game, but unfortunately it contains a word that's also the name of a well known game. A game Bethesda also has some claim on - ok he word is "Heretic", and I will also be using it as an adjective and not as a noun if that matters at all. I can see there are other games out there that contains the same word, like Heretic Kingdoms but I dunno...
  12. about mmo persistent player data

    True if I work on performance I can probably make things work faster with a DIY database, but with a DB I'm sure I can make things faster than what I have now (160000 individual files in a single folder)
  13. about mmo persistent player data

    You could take a look at my latest blog post where I'm trying to describe how I've been separating DB from simulation and networking. I haven't done any work on performance whatsoever - I just write accounts and players to JSON files - and it's already possible to update persist more than 1000 players/second. With a database I'm sure you could do it much faster (at least as long as you don't normalize more than needed). But my main goal wasn't even performance as such - my main goal was to never let a networking or game simulation thread wait for DB operations. There are many ways to do this - continuation lambdas, state machines, async/await etc. In particular I recommend reading the 2 articles on ithare.com that I'm linking to. They might be a bit long-winded but really worth a read. Actually I recommend reading a lot of the articles on that site - the author is writing a book series on MMO development.
  14. One thing you might want to consider: Do you want to publish a playable demo early, or just show gameplay videos? It might be a good idea not to release too early, since you risk devaluating your product. If going for a video then a lot of things can be cut short - skill trees, balancing, networking etc. and you can focus your resources almost 100% on visuals. Make them look good - make the animations look tight (you can probably get far with bought animations and retargeting) and make it your own. Much of the environment can be bought assets, but invest in good custom main characters and opponents.
  15. I noticed you mentioned Wolcen - I've been looking quite a bit at that game because it's really inspiring. A devoted small team lead by a person with strong game development skills who is himself willing to live on pasta and ketchup to build his dream can get a *lot* done for $400K. Mind you they're also selling their unfinished game as early access on Steam - Steamspy says 68K owners. Obviously what Steamspy says has to be taken with a grain of salt, and some of these owners will also be Kickstarter pledgers. Chances are you won't get quite as far with the same money if what you can bring to the table is money and ideas.
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