2D-mmo-experimental

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开发工具:GDScript
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上传日期:2023-11-15 17:04:23
上 传 者sh-1993
说明:  2D virtual world multiplayer architecture built with Node.js and Godot Engine under client server mode. 2D大型多人網路架構使用node.js和戈多引擎, 客戶端 伺服器模式.
(2D virtual world multiplayer architecture build with Node.js and Godot Engine under client server mode 2D large multiplayer network architecture uses Node.js and Godot engine, client server mode)

## Massively multiplayer online experimental Author ### Layer Upon Godot Engine ### Start server, exporting .exe file Open file "mmo_serverinst/index.js".
"npm start" at terminal.
### Introduction
README shows the note of development that isn't yet ready for long-term managing.
System of entertainment project. Filing example of entire 2D MMO plain creation and its related.
Continuously establish common pattern and functions of MMOG developed by pass 50 years and future MMOG. i.e. Filing collective of mmo-featured.
### Main system and overall structures
Client actor status updating rate: 5 times/sec.
2 times/sec ~ 5 times/sec
動態降低資料傳送成本目的.

長短線信號分布.
長-ws, 短-tcp, 大文檔串流 udp, pop3, quic

Identical function call between slaves and player self.
### Protocol files
### Level design
### Status of development timeline
2018.12.01 ![2018_10_14](https://user-images.githubusercontent.com/31240078/137329400-551085fe-5256-42b7-85ed-5aacad4a14d1.jpg) Status and issues
- Runnable.
- Several bugs.
- Not-in-sure of patent conflict.
- Very beginning of prototyping.
- Bugs of UI/UX.
- Collide detection deny
- Potential less of initial structure
- In-game player data unlocalized
- Flicker issues.
- Matching queue.
- Readme note incomplete.
Available
- Online player move constantly.
- Zh, Eng chat online subsystem in global.
- Timer built.
- Shoot and online collide detection.
### Support and extensions
==== Multi-platform support including linux, windows, android, iOS, and bsd.
Real-time and static interaction simutaneously.
Sub-system intergration solutions with GodotEngine.
Intuitive IDE for similar creations.
Data transfering cost control observation dashboard.
### Credits
Tools and Repositories
Godot Engine
Node.js
Gd-com
References
Books
-オンラインゲームを支える技術  --壮大なプレイ空間の舞台
-設計模式與遊戲開發的完美結合
-Operating systems
Github
@BriWho:
- Layer-mask usage.
- Local-remote player structuring(for example, Acommodate several sub-node under one node).
- Detailed usage of gd-com repo.
- Switch-case usage in networking part.
- Detailed usage of gd-com repository.
- Switch-case usage in networking part.
Gdquest's state pattern and youtube lists.
Clean code by Robert C Martin.
Artworks citation
Kidscancode
Ex-roommate c socket chat code documentation.
### In-game content
Completeness of in-game functions
Complete
- Shoots.
Unstable-complete
- Move.
- P-2-P Collide.
- P-2-Non-player Collide.
Uncomplete
- In-game purchase.
- Getting_invisible.
- Draw_a_line.
- Series of VFX_call.
Completeness of in-game scene.
- Uncomplete
- Lobby
- Character
- Skills
### Technical Art (include shader programming, etc.) Deep models in 3D, 3D reconstruction from few real-world object photo. Photorealistic and lighting process Camera controlling shake 螢幕控制震盪
Camera Controlling stun
Renderer
Lighting
Shadow
Atmosphere
Geometry
Physics
Particle Motions
### Backend clusters compute distribution 分布 ### Backend worker thread compute distribution 分布 ### Client thread compute distribution 分布 ### Network topology (WAN, Dedicated server) ### Unit tests and stress testing ### Database ### Sound engineering ### Cheat detection Dealing with Bot Users ### Problems
1.Obvious network connection latency => will be solved.
2.Uncomplete sub-systems built, especially player's skill system.
3.No docker yet in use.
4.Uncertain moving maximum players simutaneously.
5.Redundancy of design speed down performance.
6.Multi-instance operations of server and load balancer from Google Cloud and Alibabacloud(Unsure).
7.Deploying from local to cloud. Upgrade from beta to stable with templating and bug fix.
8.Standardized development syntax.
9.Own content creations.
10.Operating-cost observation dashboard.
11.Design around by enhancing uniqueness.
12.Camera solutions.
13.Not clean.
14.Distributed Interactive Media design.
15.Too much data transfer manitude of websoceket. 16.Double mode, "Play Levels", "Host", "Find Game" and "Online world". 17.Distributed systems figuring. ### Respect
### TODO 1. State Stack implementation.
2. Node "Player" substitute GlobalDictionary.tscn/gd 3. Project MMOCustom. 4. Try P2P Topology, MMO is unaffordable. 5. 3 function in Start Scene, Start, Online World, Company. 6. Using TCP streaming instead of Websocket streaming. And, Compress data transfer. ### 3rd parties

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