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Server programming language
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Sadahar Offline
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Post: #16
RE: Server programming language
EE would handle that stuff for you ^^
I personally like coding.. its my hobbie, so I've done that part from scratch (C#), with a different approach pfft

Btw: if you know well java.. use java smile
I personally like C# but.. pseyou'd have to learn it smile
10-16-2011 09:35 PM
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aceio76 Offline
Silver Supporter

Post: #17
RE: Server programming language
Guys, the answer is simple: Use what it is you perceive from experience that you feel will get you to your finished product being published out to players faster so that they can play it.

This is the exact type of conversation that accomplished game devs out there are trying to share with indies like myself to avoid. Many indie devs out there try to put TONS of technology into their game projects and they almost always *never* finish.

I'm a JAVA veteran of 6 yrs myself on the server side, but I could do without the robust publish/subscribe messaging and object serialization easily accessible in Java that makes game object storage quick and portable for a server side code, but you can do enough of that with the current EE code. But this is my perspective. I'm sticking with what I think can get me to my end goal quicker. If I were doing this just a hobby, I'd be writing the engine myself and not going the route of licensing someone else's engine. That will allow me to geek out on as much technology I'm willing to code from scratch.

My perspective when answering the question posted in this thread: don't write the server code from near scratch because you want to use a different language. If you already have the code for a robust, scalable, fault-tolerant and highly available set of server apps that you can utilize to manage the network connections from EE clients, then do it. But if you did, let's hope that your game product warrants that kind of server need.

www.thinkplaystudios.com
10-16-2011 10:05 PM
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Icewind Offline
Member

Post: #18
RE: Server programming language
But EE doesn't provide a robust, fault tolerant, highly scalable server, right? Or am I missing something?

So I would have to write it myself anyway, or base it on some existing server (like RedDwarf).

So if the server is not based on EE I would have to write the following things myselft:
* load the World (or at least the HeightMap) for locating players.
* physics stuff, for collision detection (at least some of those should be done on the server)
* saving object and world state.

Anything else?

Thanks for your answers so far, helped me a lot!
10-17-2011 09:42 AM
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Esenthel Offline
Administrator

Post: #19
RE: Server programming language
There is a sample server in Esenthel MMO and more advanced in Ineisis lite
First uses c++ EE SDK second uses code editor Esenthel script
10-17-2011 09:50 AM
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aceio76 Offline
Silver Supporter

Post: #20
RE: Server programming language
If you need proxy servers, master servers and connection servers at this juncture, then yes, you would have to write that yourself. But EE does provide you code to read and access the world created through the editor, along with all the objects. This at the least is needed to perform some server-side checks.

Maybe Esenthel can provide some information on what numbers he was able to observe as far as high number of player connections, max bandwidth utilization, max memory utilization, etc. while the high number of connections are occurring. That may give you perspective on whether enterprise server design is needed right off the bat.

www.thinkplaystudios.com
(This post was last modified: 10-17-2011 12:38 PM by aceio76.)
10-17-2011 12:29 PM
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Icewind Offline
Member

Post: #21
RE: Server programming language
Yeah those numbers would be highly appreciated!
10-17-2011 12:43 PM
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Driklyn Offline
Member

Post: #22
RE: Server programming language
RakNet, anybody? Tutorial here.
10-17-2011 06:31 PM
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Icewind Offline
Member

Post: #23
RE: Server programming language
Sooo RakNet provides a custom protocoll that is (hopefully) a bit more efficient than TCP. Well "Lag compensation" sounds interesting but as there are not really technical details what it exactly does it's kinda uncertain.

The rest seems not really that interesting... So, there wouldn't be much gained by using it I assume...
10-18-2011 10:27 AM
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aceio76 Offline
Silver Supporter

Post: #24
RE: Server programming language
Guys, what is the licensing constraints of Raknet, if any? Can someone point me to the right direction?

www.thinkplaystudios.com
10-18-2011 11:57 PM
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Driklyn Offline
Member

Post: #25
RE: Server programming language
Click on the different license types on the pricing page. There are links to PDFs of the licensing terms on them. Paste the links in Google if you don't have a PDF reader installed and click the 'Quick View' next to the search result.

Hobbyist licensing agreement
10-19-2011 12:39 AM
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aceio76 Offline
Silver Supporter

Post: #26
RE: Server programming language
Oh noes! Ok thanks.

www.thinkplaystudios.com
10-19-2011 03:18 AM
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impi Offline
Member

Post: #27
RE: Server programming language
(10-17-2011 12:29 PM)aceio76 Wrote:  ...
Maybe Esenthel can provide some information on what numbers he was able to observe as far as high number of player connections, max bandwidth utilization, max memory utilization, etc. while the high number of connections are occurring. That may give you perspective on whether enterprise server design is needed right off the bat.
Can we get some numbers on this please?
11-27-2011 02:01 AM
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Esenthel Offline
Administrator

Post: #28
RE: Server programming language
I've already replied to you here:
http://www.esenthel.com/community/showth...1#pid29401
11-27-2011 03:40 PM
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impi Offline
Member

Post: #29
RE: Server programming language
Thank you
11-28-2011 01:16 AM
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aceio76 Offline
Silver Supporter

Post: #30
RE: Server programming language
I think Memory first might be more of a bottleneck on the server than CPU, but I think that will depend on what other systems are running on the server (mob server, combat server, ability server complete with cooldowns, channeling, etc).

I'm curious myself as to the limitations, but I shall cross that bridge when I need to cross it smile

www.thinkplaystudios.com
11-28-2011 03:20 AM
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