MMO is an abbreviation for "massively multiplayer online," a kind of game that allows an extremely large number of concurrent players in a shared world.

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synchronizing client-server actions

What's the usual way to handle events that are checked both on server and the client, like attacking? There's a cooldown timer to an attack of which the client is aware (so to prevent spamming server ...
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Need to boost the number of simultaneous players in single (existing) game with Unity3d

I have created a turn based multiplayer game (with Unity3d) in which three teams battle to finish constructing a cake before one another. The game mostly targets on entertaining kids at certain ...
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How to integrate Javascript into C# and run scriptcode step by step

We are currently working on a Pokemon MMO trying to figure out how to implement an asynchronous scripting language the best. We don't want to work with threads or tasks, but the goal was to wait for ...
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How to handle rooms in a lobby based MMO server architecture?

I'm planning to develop a room based MMO server for an HTML 5 game. The architecture is easy to figure out how to handle things when the server is a whole, and not seperated to rooms. But I can't ...
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badumna how to use different prefab for different entity in the game

our project uses badunma which is an open source p2p c# framework for unity https://bitbucket.org/badumna/badumna/overview currently we are using the badunma scene for our open world replication. The ...