My facebook mmorpg

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  1. #1
    Omega penihop is offline
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    cool My facebook mmorpg

    Hi,
    some of you may know me, some may not, but i know there are still some old friends in here.

    so 4 months ago i started working on my own mmorpg for facebook, as i have alot of experience in
    server<->client network programming, i managed to create something very massive but,
    the thing is i don't have time nor the money to finish the game, i'm using royalty-free sprites for now.

    so here is some pretty basic information just in case you are interested:
    server:
    OS: Linux; requirements: approx 24 cpu cores (1 or 2 cpus) and 16 gb RAM for 10 000 players online;
    net: at 100% load (all the players moving actively) that would be like 8mb/s at most.
    technology: epoll/multithreaded non-blocking sockets.
    DB: mysql5;
    Threads: asynchronous, non-blocking sockets with epoll, you can specify how many threads to run to optimize packets processing
    (i guess not more than 10ms lag at 100% load with 96 threads on 24 cores processor.

    client:
    ActionScript 3, map: 2000*2000 tiles, teach tile is 60 pixels.
    idea: not too certain yet, but for now, just like any other mmorpg, a chat, building objects, walking around, facebook login/names.
    yet all of it took alot of time to build in order to minimize lags and optimize the flash code,
    everything now works smoothly on flash player 9 and up.
    due to the fact flash does not support multithreading, i had to implement some pretty genius code in order to make everything lagless.

    you must be logged in to facebook in order to connect. BlockRage на Facebook | Facebook

    feel free to spam my incoming folder with ideas or cash


  2. #2
    Omega penihop is offline
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    Re: My facebook mmorpg

    no feedback...?

  3. #3
    no bueno. Basic is offline
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    Re: My facebook mmorpg

    Checking it out right now.

    If you look at some of my threads, people aren't very fond of feedback.

  4. #4
    Alpha Member Jolin88 is offline
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    Re: My facebook mmorpg

    First of all,
    why would you need 24 cores to handle 10.000 players? that's an average of 416 players per core, even full blown MMORPGs can handle more player with less CPU
    and where do you get the figures that you only need 8 mbit for 10.000 player?
    if 10.000 player move at once it might take 8 mbit, but if 500 player are in the same map that would already consume more bandwidth than 10.000 solo player and in any MMO you'd expect to get a lot of player close to each other

    As for the game itself, it has no content yet, so what exactly do you want us to say?

  5. #5
    Omega penihop is offline
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    Re: My facebook mmorpg

    Quote Originally Posted by Jolin88 View Post
    First of all,
    why would you need 24 cores to handle 10.000 players? that's an average of 416 players per core, even full blown MMORPGs can handle more player with less CPU
    and where do you get the figures that you only need 8 mbit for 10.000 player?
    if 10.000 player move at once it might take 8 mbit, but if 500 player are in the same map that would already consume more bandwidth than 10.000 solo player and in any MMO you'd expect to get a lot of player close to each other

    As for the game itself, it has no content yet, so what exactly do you want us to say?
    about the 8mbit, no, if 1000 players are on the same map, same spot, moving at once it wont take more than 8mb/s no matter what, i didnt say mbps, 8mb/s is 64 mbps note in my model a "move" takes up to 5 bytes..

    however, even with 10 000 players on the map it wont need more than 8 mb/s again, not only because its impossible for all players to get at the same spot, i'm very tired tonight, i don't have much time to explain a few mmorpg optimization models

    Well, i was expecting something like "i found a bug", "its lagging for me", or something similar



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