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.
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feel free to spam my incoming folder with ideas or cash![]()



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note in my model a "move" takes up to 5 bytes..

