Discussion in 'Multiplayer Networking' started by fholm, Nov 9, 2011.
that looks amazing will take a look at it next week
Interesting, i want to try this out when is done... keep up the good work
While it's certainly nice to see more new videos, has there been any update to the above ? I have been waiting to try this out for my Mac since the start of this (awesome) project. Could you split the game demo from the main core perhaps?
They are already separate projects, the problem is that there is little to tell you how to use it until I have a proper demo + proper manual.
I think it would be confusing.
Due to this I would favor something like MongoDB which is DB but NOSQL DB, not SQL syntax battling.
I will suggest SQL.
First : if you want to create and manage account from a website.
Second : SQL its really easy its one of the first thing i learned when i used a pre-made server for "World of warcraft" private server , yea i know what u think =D
Third : Most of programmer use SQL
i just found this project , looks very interessing i am gonna follow it , im so impatient to see a final version
I've been active before since wad with his infamous wowemu, nice time . About no-sql for multiplayer games.
I don't want to start sql vs no-sql debate, but it's about my own architecture design needs. Anyway good enough, i will implement it myself anyway once slimnet got matured.
My vote (and since it's the only vote that counts ;p) still falls on flat file due to the amount of work required to get the SQL version to work on all platforms the server should run at.
Lol understandable of course, even erlang also using general concept of flat file database, thanks again for providing slimnet! .
0.2B is closing in fast, expect a release tomorrow or saturday. 0.2B will still be freely available, so no purchase is required. Here is the license that it will be released under:
* SlimNet - Networking Middleware For Games
* Copyright (C) 2011-2012 Fredrik Holmström
* This software is provided 'as-is', without any express or implied
* warranty. In no event will the authors be held liable for any damages
* arising from the use of this software.
* The origin of this software must not be misrepresented; you must not
* claim that you wrote the original software. For any works using this
* software, reasonable acknowledgment is required.
* You may not use this software for commercial purposes.
* You are free to share, copy and distribute the software in it's original,
* unmodified form. You are not allowed to distribute or make publicly
* available the software itself or it's sources in any modified manner.
* This notice may not be removed or altered from any source distribution.
Nice looking forward too it.
Preview of the demo in 0.2, I simplified it a lot and there is no accounts/characters atm. But it shows more interesting stuff of how to implement spells, targets, name plates, etc.
0.2 will come out later today.
Best news today is the old demo out? As it was more interesting for me I guess the new has no lobbys etc or?
The "old" demo will come, it just takes longer to build it with all the menus, persistence, etc. So I figured instead of sitting on 0.2 for 2-3 weeks while building the "real" demo I could release it with a simpler demo and let you guys play around with it.
No no I dont mean the rpg with accounts etc. I meant the demo from the alpha the moba like lobby game, are you updating that too? Or is it easy self update able.
And you want the feedback/bugs etc to the server then here or you have a own forum for it?
good job you are doing there.
Oh, the MOBA game demo will not be back, sorry Not a lot of people were interested in it (RPG and FPS demos is what most people are after).
I'll give instructions on bug reports, feedback, etc. in the post which contains the 0.2 release.
Looks like you've done a lot of really good work here. The fact that it is going open-source is icing on the cake!
I have some questions, but you don't have to answer them now.
1. Have the installation options changed such that it can be installed in any directory?
2. Have any load/performance tests been done with real-world clients and the demo game? I would certainly be willing to help with this!
3. Have you tried setting up a complex scene with a large number of autonomous bots running around (path finding) killing each other and respawning? I'm thinking two teams, red vs blue style, with an increasing number of bots per a specific time interval. For #2 above, you could create a webplayer that instantiates the bots for a specific team and then everyone just has to load the webpage to help with this test - and you could keep the server running 24x7 to check for memory leaks and other server issues.
4. Are there any built-in statistics gathering or troubleshooting functions that can be utilized to debug performance/connectivity on the client and server? i.e. total packets sent/received per client, lag, average ping.
5. How are time synchronization issues addressed?
First I would point to the thread for the new, 0.2, release: http://forum.unity3d.com/threads/123983-Released-SlimNet-0.2-Beta
But to answer your questions:
1. I'm working on that for the 0.2.1 release, scheduled in a week or so
2. The demo has changed a lot in the new 0.2 release. But, I know of one team that is building a small scale "MMO" game, and they did initial test with I think 64 players in one zone without any problems (<5% CPU)
3. The largest test I did was having 1024 * 2 teams of bots running around, CPU wise the server was fine.
4. That is comming in 0.2.1 or maybe 0.2.2
5. What exact issues are you talking about? It's very game dependent how you handle the time-desync between the client and the server. There is a local clock called GameTime on clients and the server that is kept in sync as best as possible (using offset from server time and smoothing the input using a leaky integrator).
Thanks for answering my questions.
Are you using mono to develop this? Cause it would be a hell of a thing to be able to be running from console in linux or from a mac for example. Better start thinking about such things now than when your code is even bigger ;-)
The next version that im putting out (0.2.1) runs on windows, linux and osx. Expect it next week.
Hmmm somehow I missed this thread entirely! Awesome work so far, I am going to keep my eye on this. Subscribing!
You should check out the 0.2 release thread: http://forum.unity3d.com/threads/123983-Released-SlimNet-0.2-Beta