Questions tagged [mmo]

A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and usually feature at least one persistent world.

A massively multiplayer online game (also called MMO and MMOG) is a multiplayer video game which is capable of supporting hundreds or thousands of players simultaneously. By necessity, they are played on the Internet, and usually feature at least one persistent world.

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Network Traffic, MMO Tower Defense

I am programming a MMO Tower Defense game (Client Server architecture). Because of cheating protection, the server needs to have the logic. But I have real design problem. When lets say 10 People fight deathmatch against each other, every tower…
Mileseven
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Connections at Login Server, forwarding to World Server

I have a few questions regarding sockets, I searched but couldn't find a direct answer. I have a login server, and a world server. I connect from the TcpClient to the TcpListener on the login server. I want both a Tcp and a Udp connection on the…
Will Bithell
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Can I pass a TcpClient from one server to another?

So basically I'm creating an online game. I have one server that holds all the username / password information (login server) and then one or more servers that host the game (game servers). The Client connects to the login server which validates…
ForeverNoobie
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How does one most efficiently store player data in a Python MMO game?

I am developing an MMO shoot-em up similar to the game Realm of the Mad God in Python 2.7. Player data for the game will include equipment worn, the player's name, etc. for each player of the game, so that when they log off their character, their…
Sigma Freud
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Data, Networking, Thin Clients & MMORPGs

I'm creating a 2D MMORPG game (in an applet form) and I had a simple question. I understand that for security purposes as a general anti-hacking technique, the clients should contain the least amount of logical data as possible (so it cannot be…
VILLAIN bryan
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Future-like MMO, engine choice?

We are a small group of developers and we want to create a Future-like MMO which will combine City building, RTS, Economic and Political type of games. We are unsure if we should develop a DirectX9 engine from scratch or use tools like XNA,…
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Improve MMO game performance

we are all aware of the popular trend of MMO games. where players face each other live. My area of concern, is storage of player moves and game results. Using Csharp and PostgreSql v9.0 via NPGSQL adapter The game client is browser based ASP.NET…
arvind
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How to organize interaction between .NET online MMORPG server and client

I'm currently considering building a simple MMORPG. The idea is to have a .NET server and downloadable client app. What's easiest yet efficient way to organize client-server interaction? I thought of a webservice, but it looks pretty inefficient…
SharpAffair
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how to implement a relative timer in a game

Our game is a MMO game, and our logic server has a game loop of course. To make these logical module easy to write, we provide a timer module, which support register a real timer and trigger it when it possible. In the game loop, we pass the system…
kevin lynx
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What kind of database in regards to cap theorem should be used for an mmo?

Let's say an mmo was being created with the features of being first person view, having one world everyone plays in (like eve online), and being a sandbox game. What database would best suit it's needs in terms of cap theorem? CA, AP, CP and why?
Xavier
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Message rate between clients/server in MMORPG

How often should the clients send requests to the server? And how often should the server send updates to the clients? Are there any recommendations?
firemeaway
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Does_public_static_void_main_stringargs_mean_that_its_on_wifi?

I'm trying to make an mmo fighting game in programming style. Does public static void make my game online? My friend wants to play it. I need to confirm that setting your game to "public" will start the online server so my friend can play my mmo…
DJ_SIM
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MMO Backend Architecture Questions and Review Request

I am making a simple MMO backend with Django as a personal/portfolio project. (I am not actually making an mmo game) You can find the project here So I have some questions for the architecture because I designed it 1. Architecture 1.1…
PanTrakX
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Dealing with Username changes on a busy game server

So I have a game server that has 50-200 players online at a time. Everyone are able to change their usernames every 30 days. Where i'm running into issue is i'm not exactly sure how to deal with username change on that user's friend list. I'm…
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None linear events in a time based engine

In simple 'step based' graphical engines object movement is tied directly into frame rate. This was fine in the 1980's when hardware was identical. For years now engines have been 'time based' with d=s/t. This means that an object will take the…
John Stock
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