Initiate Mage
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- May 2, 2018
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Someone with knowledge or adaptation project for multiplatform muonline.Being a desktop and mobile muserver in the same project?
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Join Today!Well we have muaway as example where you can play both pc and mobile with the same account.There was a development thread recently that showcased a MU rebuild using unity or unreal that support cross platform play
I can't seem to find the thread anymore tho..
If you're referring to making the current MU game cross platform, it is VERY unlikely
Well we have muaway as example where you can play both pc and mobile with the same account.
Do you have a link that I can look at?
i saw another server that have cross platform , not sure when did they start the server.
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i saw another server that have cross platform , not sure when did they start the server.
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Also Lost Continent. The logo you are using in your avatar belongs to this game.
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i saw another server that have cross platform , not sure when did they start the server.
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Another cross platform is Lost Continent Global
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Have been playing devilz mu for almost a month, and it's been great. The android client isn't perfect, the controls are odd, using commands (d menu) is a pain but it's very convenient. And sadly this is probably the best true mmorp out for mobile lol. I really wonder how they made the client work on mobile. Classic mu on mobile could extend the game's life expectancy by a bunch more years
#ifdef COMPILE_WINDOWS
// Create a window using Windows syscalls
#else ifdef COMPILE_LINUX
// Create a window using Linux syscalls
....
#endif
// USE OPENGL FOR EVERY SO
The base of the game is OpenGL and that's supported by every platform because the dependency of OpenGL is in the video/graphics Drivers.
The main.exe of Mu for PC uses that technology but to create the window, to manage the inputs, to work with the internet, etc. uses specific functions of the Windows OS. To make it work with other OS like Linux (Android, Ubuntu, etc.) or MAC, you should change those functionalities and use multiplatform libraries or code by yourself for the specific OS you want to support.
You can create different builds in your project according to the OS that you're ponting to using macros to separate those specific functionalities.
For example:
Code:#ifdef COMPILE_WINDOWS // Create a window using Windows syscalls #else ifdef COMPILE_LINUX // Create a window using Linux syscalls .... #endif // USE OPENGL FOR EVERY SO
But you would still need the client source to make this happen, right?
https://forum.ragezone.com/f508/development-source-mu-main-1-a-1199222/We already have the Season 5.2 main.exe source leaked
Someone with knowledge or adaptation project for multiplatform muonline.Being a desktop and mobile muserver in the same project?