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ramdy

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About ramdy

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    Programming
  1. Moai tutorial series

    Thanks for the tutorials, really helpfull!
  2. Hero Engine, how flexible?

    [quote name='AllEightUp' timestamp='1327777260' post='4907108'] There is very little of the original HE engine remaining in Swtor. [/quote] [quote name='ramdy' timestamp='1327740875' post='4906957'] I have readed many posts against this engine but not argumented. [/quote]
  3. Hero Engine, how flexible?

    SWTOR is a special case since BioWare purchased source code (maybe cause not enough flexible? ).
  4. Hero Engine, how flexible?

    Hi, I readed that as well but you know most times the advertised and the reality are different things, that why asking here ;) Thanks!!
  5. Hello, few days ago discovered "Hero Engine". Have to say I became impressed for what I was seeing, it is the perfect tool but looks like too good to be true. Regarding the post title, seems it is only possible programing by its own script HSL, how flexible is it? If what you are trying to do is an MMO (not necesarely MMORPG with the perma 1-3rd view) is it suitable? Do you guys have any experience with it? I have readed many posts against this engine but not argumented. Thanks in advance, Jorge.
  6. Networked Game Structure

    [quote name='hplus0603' timestamp='1327714214' post='4906898'] Yes, you may pay many thousand dollars for this hardware, but when you're at the point where you need gateways and forwarders and whatnot, the leasing cost of this hardware is a very very small part of your budget. [/quote] I am thinking in the amazon web services, do you have a favorable opinion about it? [url="http://aws.amazon.com/es/ec2/"]http://aws.amazon.com/ec2/[/url] [url="http://aws.amazon.com/elasticloadbalancing/"]http://aws.amazon.co...cloadbalancing/[/url] Thank you hplus and ApochPiQ for the time to response, got it clear now.
  7. Networked Game Structure

    Hi, I will explain before how I have in mind doing it: All communications are limited to text, what client-network exchange are just text-strings with a specifiq format to identify the command and params, something like: command&param1&param2&... In the case a client want to send a message to a chat room, it would send something like: "chatmessage&GeneralChatroom&Hello all" Gateway would receive, decrypt and validate the string and depending of the command identify what server is in charge to process it, so it ends resending the string to the proper server in the network. *Note what I call gateway is a server with traffic redirection based on message content as main duty. Benefits of the gateway: 1. One IP per gateway, no gateway means you would need 1 IP per machine in cluster? 2. Frees of some network programming aspects client and "sub-servers", they just handle 1 connection for everything. [quote]The login system gives you a token which can validate your connection to the actual services[/quote] Yes, login is before all this. client and gateway obtain a token per session which is used also as key for message encryption. Replace "gateway" by "proxy" and this is almost what I mean: [url="http://realmcrafter.com/store/pages.php?pageid=12"]http://realmcrafter.com/store/pages.php?pageid=12[/url]
  8. Networked Game Structure

    Sorry for reviving old post. For the "traditional" gateway approach the problem I see is that if gateway falls, all clients fall as well. If you have a list of gateways would be a matter to let the client know IP/Ports and if losing connection just trying to connect to any other from the list without user even noticing. So the process would be: 1. Client login -> receives list of gateways 2. connect/validates to gateway 3. client start sending messages to gateway, it will redirect to proper internal "sub-server" ... An image to ilustrate it better: [attachment=6895:Dibujo.jpg] *Note Im calling a gateway what in fact is a "home-made" server with functionality reduced to receive messages from client, parse/validate and resend. Gateways would be the only accesible by Internet and gateways and subservers are in same LAN. ** Gateways and subservers can easily scale.
  9. Hello, probably this has been asked already, I didn't have success finding it. I am looking -ideally- for a book/manual which would provide with guidelines about how to make a LAMP/WAMP web-based mmorpg (simple one). Im mostly interested in the security aspects, DB, server side and how to efficently structure the project, etc. Would be better going for Java or Php for a project like this? Any suggestion is welcome. Thanks in advance, Jorge.
  10. Hi, very thanks for the reply. By pack I mean a bag (let's say a WOW bag). Greetings
  11. Someone playing at PC 1 make some changes to the interface and other personalization aspects like placing skills in a given skillbar, etc.. When going to PC2 he may find all these changes updated as well. Where would you store all this? :S Maybe into a DB? a kind of file versioning and updating? On the other hand, if we speak about items collected (let's say thousands of them) where clearly you store all of them into a DB, would you store also its location per player? The given pack and the location at that pack, etc.. Thanks.
  12. [quote name='Martins Mozeiko' timestamp='1315735079' post='4860282'] If you don't like getmac, you can try parsing output of ipconfig /all [/quote] Looks like that way it would become OS language dependent.
  13. However, since you don't distribute the dll you can't be 100% sure it is present and you may have also the problem of the dll version the user has installed (DLL hell). Anyway (after your suggestion), Im thinking to implement both together, if getmac fails, go through IPHLPAPI.DLL. Thanks for help ;)
  14. Hello, I have been using for a while the "getmac" command to get the list of MACs in a Windows system and everything working Ok until I found recently a problem in some laptops where the command didn't work returning a message "Interface not compatible" (translation). Before getmac I implemented the functionality through IPHLPAPI.DLL but later discovered it is not redistributable . Thanks in advance, Jorge R.
  15. Updates

    [quote]For the public/private key cryptography, try using openssh, or the crypto++ library, or whatever comes built into your OS/framework.[/quote] What about OpenSSL? Maybe [url="http://www.openssl.org/docs/apps/rsa.html"]http://www.openssl.o...s/apps/rsa.html[/url]
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