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  New to MMO games need info  (Read 3058 times)
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Offline doravan

Junior Newbie





« Posted 2011-02-17 03:12:06 »

Ppl I'm new to networking.
I'm trying to write emus for some games to start to think of my own.

I choosen Java for it's performance and code improvements.

I want to know some things:

Some MMO games have a downloadable client that has it's own physics for the players, and the original server have server side features like physics and geometry calcs for npcs.

I want to know is, what kind of framework I must use in order to build server side physics and landmaps.
In other words, I want to process npc movement serverside, and this must respect a land scape (map) that is read on the server, but I don't need to compile it's structure, I just need the server to print the Pont3f to the player.

Is there a way to do that? If yes? What tool do you recommend for such server side behavior?
Offline gouessej
« Reply #1 - Posted 2011-02-17 10:47:52 »

Maybe look at JGN, Apache Mina, SpiderMonkey...

Offline doravan

Junior Newbie





« Reply #2 - Posted 2011-02-17 14:50:36 »

You didn't understand my question.

I already have the network layer. The players can connect and play, but the server hasn't physics and dynamics for NPC's, so players just see the monsters going thru walls, flying when they had to be on ground...
Stuff like that.
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Offline lhkbob

JGO Knight


Medals: 32



« Reply #3 - Posted 2011-02-17 16:33:51 »

Physics is physics, just use an existing java physics engine (Jbullet at this point) and run it on the server. Then since you already have the network layer, just make sure that you send the players the updated NPC positions.

Of course, I'm totally ignoring the effects of lag and ping here, because it really is a complicated mess and to do it right, you'll need to compute the physics on the client too.  That way the client can predict where the server will have everything move, and then it will lerp its predicted positions to the server positions as needed.  Then the server also has to validate anything the player says to make sure the player is following the physics rules.

So it will be very, very simple

Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #4 - Posted 2011-02-17 21:16:09 »

So it will be very, very simple
Lawl.

See my work:
OTC Software
Offline Mike

JGO Wizard


Medals: 81
Projects: 1
Exp: 6 years


Java guru wanabee


« Reply #5 - Posted 2011-02-17 22:14:50 »

Lawl.

Humm... Laying Awake Watching Leno? Tongue

My current game, Minecraft meets Farmville and goes online Smiley
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Offline Eli Delventhal

JGO Kernel


Medals: 42
Projects: 11
Exp: 10 years


Game Engineer


« Reply #6 - Posted 2011-02-18 20:24:03 »

Laying Awake Wagging to Leno.

See my work:
OTC Software
Offline Captain Awesome

Junior Member


Medals: 2


Hi


« Reply #7 - Posted 2011-02-18 20:47:07 »


Losing All Wars against Leno
Offline teletubo
« League of Dukes »

JGO Ninja


Medals: 48
Projects: 4
Exp: 8 years



« Reply #8 - Posted 2011-02-18 23:35:28 »


Lame Acronym Worded by Losers .

Offline Captain Awesome

Junior Member


Medals: 2


Hi


« Reply #9 - Posted 2011-02-19 07:03:43 »


Last Arnold Worked for Leno
Games published by our own members! Check 'em out!
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Offline lhkbob

JGO Knight


Medals: 32



« Reply #10 - Posted 2011-02-19 07:07:39 »


Lying Awake Wondering Lately

Offline doravan

Junior Newbie





« Reply #11 - Posted 2011-02-19 13:37:06 »

Physics is physics, just use an existing java physics engine (Jbullet at this point) and run it on the server. Then since you already have the network layer, just make sure that you send the players the updated NPC positions.

Of course, I'm totally ignoring the effects of lag and ping here, because it really is a complicated mess and to do it right, you'll need to compute the physics on the client too.  That way the client can predict where the server will have everything move, and then it will lerp its predicted positions to the server positions as needed.  Then the server also has to validate anything the player says to make sure the player is following the physics rules.

So it will be very, very simple
It's all about an emu, we got a client and are making a gameserver. We are already on finishing steps, just missing geodata for the server.
Offline Nate

JGO Kernel


Medals: 147
Projects: 4
Exp: 14 years


Esoteric Software


« Reply #12 - Posted 2011-02-20 22:09:42 »

It's all about an emu


Offline lhkbob

JGO Knight


Medals: 32



« Reply #13 - Posted 2011-02-20 22:17:49 »

What have we done to this poor thread?

Offline ra4king

JGO Kernel


Medals: 346
Projects: 3
Exp: 5 years


I'm the King!


« Reply #14 - Posted 2011-02-21 02:09:18 »

You sir have made my night Tongue

What have we done to this poor thread?
I believe that we have derailed it completely off its tracks, with all these Leno-obsessed LAWLs and Emus running about wildly.

Offline lhkbob

JGO Knight


Medals: 32



« Reply #15 - Posted 2011-02-21 02:23:55 »


We need a train conductor with a background in zoology to fix it then

Offline ra4king

JGO Kernel


Medals: 346
Projects: 3
Exp: 5 years


I'm the King!


« Reply #16 - Posted 2011-02-21 02:41:41 »

And an expert knowledge of the Leno show Cheesy

Offline Captain Awesome

Junior Member


Medals: 2


Hi


« Reply #17 - Posted 2011-02-21 13:25:51 »

And an expert knowledge of the Leno show Cheesy

Like A Wise Leno  Cheesy
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