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Type and specific of game network servers. Created by Ruslan Yavdoshak for Nikitova Games, 2008. M assively multiplayer online. Game hasn’t finish. 1991 Neverwinter nights – first “big” commercial game
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Type and specific of game network servers Created by Ruslan Yavdoshak for Nikitova Games, 2008
Massively multiplayer online • Game hasn’t finish. • 1991 Neverwinter nights – first “big” commercial game • 1991 – 50 online, 1995 – 500, 1997 – 2,000 on Ultima Online. Record was saved: 41690 client in one world (EVE Online) • 12 millions WoW subscriber • Non MMOG has less 50 player • Social, Economic
Type of MMO • MMORPG (WoW has 60% subscriber of MMO) • MMOFSP (World War II, The Agency, PlanetSide) • MMO Rhythm (MMORG. Idea was influenced by Dance Dance Revolution) • MMOMG (Manager game.) • MMOR (Racing. Test Drive Unlimited. Darkwind: War on Wheels) • MMOT (Tycon. Browser base game) • MMOS (Social. Second Life. Club Caribe) • MMOVS (Virtual Sex. Middle of RPG & Social give primacy of some aspect of sex and sexuality. Red Light Center has 300,000 subscriber and is in in betta) • And other: Card, Puzzle, simulators)
FPS :: First person shooter • Valve, Unreal, Battlefields • Transport: UDP • Lag compensation (Zero Ping) • P2P, Dedicate server, broadcast • Send timestamp
RPG :: Role-Play • TCP • Rare UDP in battle (exmp: DAoC server) • Active Walk System • Multi servers • MMO, MUD category • Most popular in GameDev
RTS :: Real-Time Strategy • UDP – snapshot of current location • TCP – Global Game event • BattleNet
Race Server • UDP/TCP • Most difficult for creation • Has several stream with different priority • Inertia • Lot failed projects • Event in future • EVE Online – not RC, but is best “live” example satisfy all benefits of RC server
EA Library In general network (online) is used in such tasks: • AI Cover + Network physics • Exchange messages and data block • Data Sharing • Interface of file handling • Multimedia Network uses the game modules: • Allocator • Sku - Part of SKU uses as config of network.
Atum/NUN Server • Homemade MMO server • Server without rollbacks • Enhanced game security • Using multiprocessors technology • Fast • C++ primitive, strict module system • Investigated popular technology
Auth Proxy system University Network: • 4000 workstation • 36000 students, scientific, other worker • Limit internet channel • More system where registration is required (Library order, Testing, Access to some material) • Need logs for all them
Problems: • More than 1000 (TCP) connection • Database locking • One host Rewritten to : • SSL authorization • UDP exchange message • Multi servers support