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6/27/08 5:19 PM
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Viewed 157, Replies 2
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Though I'm a programmer when developing the framework and network code for my mmo I've been running into a few snares when it comes to I/O. I'm trying to find innovative ways at reducing how much info is sent from server to the client for movements, actions, and other data (character equip etc..) For character move ment you need need to keep track of characters on a 3d plane with 3 verticies or the x,y and z axis's. now character location in the game is stored via the following design in a branch system SolarSystem -> Planet -> Region -> Area -> Zone -> xyz Now using this system its capable to severly reduce the I/O needed to be continually updated SS/Planet/Region/Area/Zone only need to be updated once unless the character zones other than that you only really have to update the xyz continously. to transmit ss-zone it will take 5bytes of data (can pack data into bits) - > 5 bytes then you have to transmit the xyz which = 3 btyes of data -> 3 bytes so every update you will send 8 bytes of data for just character location which seems like too much because say we update 100 times a second which is common of fps games so one character would generate 800 bytes of data every second times x amount of players and you get over spam to your servers. with only 10k people online server will have to deal with 10-16MB of data every second. But we can't really lower the update rate because even though you can't get perfect (exact) location and its more of running the updates through a movement prediction algorithum to guesstimate your characters location and I know that the more updates creates a path closer to the actual path your character takes on the server. one way I think I could reduce the spam is to again only update the data except xyz which will cut down the load from 8bytes to 3bytes per update. I am also thinking of not transmitting the y coordinate because the y is most always the same as your virtual floor. So you don't have to update the y because you can go off the y + buffer zone for your characters height on the plane and only have to send it when your character does something special like jump, fall, fly etc. with this when your character is not doing anything special it will only send 2 bytes of data. one solution to this could be bit packing - 00001111 + 00001111 = 11111111 (then split when get back to servers) but I don't know how much processing stress this will cause or even if you will end up sending more data just to let the servers know what its actually processing. and not to mention all this but we have to load Character data Character Actions Character viewplane (shows where other characters are looking up/down etcc..) Character direction which still adds to the massive i/o already. any thoughts on how to further reduce? or critiques on if said above is feasible on a massive scale ? going for 100 updates per second and 10,000+ simultaneous users if not a lot more. again this is all without knowing how much Large server farms with gigabit internet lines can take every second or its maximum load capacity. |
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6/25/08 4:37 PM
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Viewed 162, Replies 3
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Hello to all gamers and developers a like. I would like to spend a little bit of time informing you on the current state of Project Rendition. In this document will be a brief explaination of some of the game design elements and then possible job opportunities that are currently available. |
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6/10/08 11:08 AM
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Viewed 102, Replies 1
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For the past month or so I have been thinking up a new type of progression system to fill in the gap left when you remove character levels. |
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5/19/08 7:15 PM
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Viewed 109, Replies 3
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I have the standard 1mb service and download around 700-1mb/s. There is another interesting thing about cable though which most companies don't tell you, they have designated connections to specific areas. So you live in an area and chances are they have one big main connection from which all the other ones branch out from. So even though you could theoretically get your 6mbps, if lots of other "customers" are using the service, wether it be cable tv or internet, your connection is split and there for running at a fraction of its speed. you might also want to check into "internet optimizers" for your computer to clear up any network issues you might have from keeping you from achieving greater dl/ul speeds. a great site to go to is they also have links to "internet optimizers" programs for download
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5/14/08 9:17 PM
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Viewed 386, Replies 5
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- EXPLORATION !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! |
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4/22/08 2:25 PM
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Viewed 386, Replies 5
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4/22/08 2:24 PM
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Viewed 386, Replies 5
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4/18/08 10:26 PM
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Viewed 413, Replies 8
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3/23/08 5:40 PM
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Viewed 951, Replies 21
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You really do complain a lot. If you have so many complaints about how developers are implementing their ideas, why don't you show them how and not just talk about it. It would be great to have a server for every different possible combination of game play but you simply can't do it. Plain and simple. Its about money and resources. If you are in the the minority of players "which you are" then you will get left holding the bag because its all about the number of subs now and not the quality of the game they produce. But by all means starting thinks of ways to help the cause instead of just complaining cause somebody made you unhappy. And quit using I, cause developers only care about "us". |
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3/23/08 4:15 PM
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Viewed 386, Replies 5
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3/23/08 3:48 PM
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Viewed 177, Replies 2
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Well you are kind of leaving a lot of info out. How big is the audience you are aiming for going to be? Is the combat turn-based or live-action? Can you trade items with players? What ways are there to kill people? Is it a hack'n slash style of game? Are your missions like quests in other mmo's? and finally how do you implement all your said game design elements making them user friendly and easy to understand? What sort of character customization will it be? Will it be just styles of armor, or armor with clothes on top? can you paint your clothes/armor? All these questions you need to answer along with a ton more, because they all affect how you are going to design your game in the end.
Just some tips from another fellow game designer, Nikkon |
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3/23/08 3:40 PM
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Viewed 259, Replies 4
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Well with this game still being in the concept stage, technology will get there by the time this game will be ready ;) But if technology did allow a system like this to work, What would be the drawbacks? The positives? Would it be to hard for players to pick up and learn? Do I need to make it where a 5 year old can start casting spells? The whole objective for my game project is to make a "FUN" game rather than a "Profitable" one. My theory is that if you make a good game, people will play it, end of story. And a good game doesn't constitute it being a major IP either. |
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3/23/08 3:17 PM
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Viewed 259, Replies 4
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sorry for the misspelled words and bad grammar - Just trying to get ideas down to paper | |