Questions tagged [mmo]

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.

17 questions with no upvoted or accepted answers
Filter by
Sorted by
Tagged with
4
votes
0answers
412 views

With this MMOG architecture, how can I avoid losing games when the server goes down?

I am fairly new to game designing and am trying to design game engine architecture for MMOG poker game. My major problem is scalability. Old Legacy code written in python runs everything on single ...
3
votes
0answers
127 views

AI Agent realistic leap to a player in a MMO

In the last month I have been struggling with an issue, movement synchronization of a leap of an AI agent in a MMO. I know some theory and basic movement was not a problem with interpolation and stuff,...
2
votes
0answers
119 views

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 venues....
1
vote
0answers
267 views

Real-time MMO: how should authoritative server update client position

I'm trying to build a real-time MMO game. I'm using Phaser for FE and Node.js + socket.io for BE. I have read all the tutorials like http://www.gabrielgambetta.com/client-side-prediction-server-...
1
vote
0answers
90 views

Data synchronization between master and slave servers

I am looking for a way to synchronize data between master data server (connected to a database) and slave game servers. The master server should make a decisions about which data should be ...
1
vote
0answers
83 views

How to handle player actions in a multithreaded gameserver

I'm working on a multiplayer game, and today I implemented basic "spatial hashing" in my entity-component-system. Before implementing that algorithm, I was sending players actions to all connected ...
1
vote
0answers
299 views

Thread per connection or thread-pool in a MMO server?

So I'm writing this MMO server, and I'm really struggling in this topic. I'm writing a fast paced MMO, and the server max players would be 800. I have read that one thread per connection is not a ...
1
vote
0answers
189 views

How can I detect disconnected clients in a peer-to-peer network of this topology?

I'm working on my first multiplayer game (RTS genre) and for the networking model, I'm leaning more towards a peer-to-peer model as opposed to a client-server model. I want my game to be able to ...
1
vote
0answers
457 views

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 ...
0
votes
1answer
38 views

MMO Chat system methods

I'm working on a little MMO game as a learning experience, the server coded in Python. When a player logs in it pulls their character data from a SQL db and into server memory. It then uses memory ...
0
votes
0answers
13 views

How would I go about exporting collision data of specific objects in unity, to use as geodata in my MMORPG?

So I have been working on the game for quite some time and always left this step as something to do later. How would I go about exporting the vertices/mesh data of specific objects? I want to use ...
0
votes
0answers
39 views

Implement MMO like character movement without a full-fledged physic enginge?

Question: How can I implement World of Warcraft / Guild Wars 2 / etc like player movement, including jumping, without using a full-fledged physic system for my multiplayer game since players only ...
0
votes
0answers
231 views

How can I reverse engineer an old MMO?

I want to revive an old MMO. Only the old client exists from the game, so I would have to write a whole server for it. I'm not sure how to start editing things in the already made client. Most ...
0
votes
0answers
125 views

Unity3D Authentication with JWT token

Just a quick question about authentication wit unity. Currently I have Unity sending off a request from a login age sing sockets. What I am trying to do is generate a JWT Token from that login request ...
0
votes
1answer
118 views

Server-side real time position calculation based on destination position - C#

What I want to achieve is to calculate the real object position based on its speed and a destination position. In my server, I have a MapInstance that have a list ...
0
votes
1answer
85 views

How to implement an tooltip item cache?

I'm building a tooltip item like that I would like to keep this information cached on the client side, avoiding that whenever the information is displayed it's necessary to make a request to the ...
0
votes
0answers
316 views

How can I deal with different states in a multiplayer game?

I'm currently just making a concept for a MMORPG-like (much less massive) game, in which the player can do all the usual stuff (farming, talk to NPCs, accept quests, kill monsters etc.). An important ...