nader-sleiman
Edit: Progress and updates would no more be posted here, a blog has been made for that , please visit
www.divicus.com , game plans & suggestions are welcomed
arithma
Seems awesome. I'll take a look through the whole video tonight.
Am interested in the "runs on the server side" part.
jsaade
Hi, well nice job i just saw the full walkthrough.
I am interested in hiw you are handling the network part.
Are you sending full inputs snapshots to the server which sends back the result?
Are you implementing any kind of client side prediction and corrections?
What packets are sent using tcp and what is sent using udp?
nader-sleiman
Hi ZeRaW ,
• The networking phase is pretty well done , and could always be enhanced i guess, but for now what's being sent is raw primitive data that the server needs to know in an optimized way, for example:
Say you have a Vector V<x,y,z> , the translation of your character, when you move via some input client side, it will send to the server that vector for server-sided verification (anti speed-hack at instance) , and broadcast it to all other clients in neighbor region (so loading data on terrain is pretty much procedural), also for sure not the whole vector is sent as a serialized object, that's pretty much lengthy for the bandwidth, thereby it just send the 3 floats which represent a vector in some float array, in other cases when values for example can be unsigned and never exceeds 256 byte is used, if always signed char, etc..
After all , the data sent use some kind of a GZip compression and encryption with constant key updates for anti sniffing/packet injection. (focused @ that from stage 1 , because i used to hack many games, Runescape on top :)).
• Client-Side predictions/corrections ? well for now nothing much to fail safe , but in future? maybe if i added stuff like perfect physics synching or so,but i don't think i'd go after physics synchronization as its an unneeded waste of bandwidth i'd say.
• UDP/TCP ? mainly for all current game stuff that are always updated all the time by server i'm using UDP (Tested , light weight), the controls are live (WASD) so TCP would be heavy for that, however stuff that should be guaranteed to reach on demand uses TCP , which i never used in game components but written in the plan , for stuff like Chat and sensitive stuff like Trading interfaces or whatsoever , but i have to reach that part first ;).
jsaade
so for now you are not compensating packets that are dropped?
Although your are not worried about physics, but I would recommend this article (especially for the network part of it):
http://gafferongames.com/game-physics/networked-physics/
and the sample:
http://gamephysics.googlecode.com/files/NetworkedPhysics.zip
which is really nice in simulating dropped packets and client side prediction and fixing positions based on server packets :)
I know that MMORPG would not require 100% network model as First Person Shooter, but you may also like to check:
https://developer.valvesoftware.com/wiki/Source_Multiplayer_Networking
Both articles are standards in network game engine implementation (in terms of lag compensation and client side prediction for realtime networked simulation).
arithma
Can we play with a demo?
nader-sleiman
Thanks for the help, but i already have solid concepts since i read tons on that @ some point , i'm just it for a later stage ;)
arithma wroteCan we play with a demo?
Sure , some time soon, gotta have some better models and synching + smoother movements and better AI for npcs first ;)
nader-sleiman
Shatilov
WOW, I respect you for your hard work, & wish you the best. KEEP IT ON.
Flakk
That looks awesome, keep up the good work.
Will be one of the first people to try your MMO :)
jsaade
Seems very nice, I would suggest you make a small blog and document every part of your project as from the videos, you seem like you like that :)
nader-sleiman
Thanks guys that's some nice postive feedbacks from Lebanese (where positiveness and humbleness are very difficult to maintain usually :)) which helps indeed.
@ZeRaW , that's right i should do that sometime soon and move the whole thing from these forums to that place =)
xterm
Hi Nader,
Sorry for the late comment, but you've done an awesome job. What's better is that you seem to be having fun while doing this, so keep up the great work and keep us posted.
nader-sleiman
xterm wroteHi Nader,
Sorry for the late comment, but you've done an awesome job. What's better is that you seem to be having fun while doing this, so keep up the great work and keep us posted.
o Special thanks to you Xterm as your words weighs lots for me :)
darklight555
Great concept! Looking forward to testing it!
geekevo
Are we close to the testing phase? I can't wait to play your game looks like it will be good.
nader-sleiman
8/13/2012 - Massive Update
Back to immense work on the MMO , good progress done so far :
- Server control panel(for the server-side).
- Smooth and secured networking
- Better graphics , cooler particle effects (still in prototyping phase).
- Items Implementation ( looting, inventory, equipment).
- Better combat system based on attributes and items.
- Chat implementation.
- Minimap implementation.
- Stats display, Inventory & Equipment widgets implementation.
Check the first post for today's screenies.
eurybaric
Whoa! Effin Sweet man!! was gonna point out it looked like minecraft until i scrolled down and saw the new screenshots! hats off for you sir :)
arithma
Solid stuff. It's worthy of showcasing and talking about to interested members.
Can we all meet somewhere so you can let us know in more details how you're handling stuff.
Would be really awesome.
nader-sleiman
eurybaric wroteWhoa! Effin Sweet man!! was gonna point out it looked like minecraft until i scrolled down and saw the new screenshots! hats off for you sir :)
thanks for the good response already ,but ye graphics stuff generally are still temp but hopefully the screenies exposed some basic idea about the framework being worked on so far.
arithma wroteSolid stuff. It's worthy of showcasing and talking about to interested members.
Can we all meet somewhere so you can let us know in more details how you're handling stuff.
Would be really awesome.
sure moe ,soon hopefully, gotta get some more stuff done first !;)