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best server package for mmorpg

Discussion in 'Multiplayer' started by rastinrastini, Apr 17, 2016.

  1. rastinrastini

    rastinrastini

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  2. mischa2k

    mischa2k

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    uMMORPG is the only one that uses UNET :)
     
  3. Quis

    Quis

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    Hey,

    I am just a begginer but I tried most of them.

    Depends on how experienced of a programmer you are.

    New at networking > uMMORPG
    God at networking > DarkRift
    Got some experience but not much > Forge/Photon
     
    Jamster likes this.
  4. BackwoodsGaming

    BackwoodsGaming

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    I would clarify the Photon in this. If you are actually talking Photon, Photon Server is the only Photon application you could use for an MMORPG and I would say it would be closer to advanced option since you practically have to code everything for the server backend and when I played with it almost two years ago, the documentation seemed pretty scarce.

    The Photon cloud stuff is pretty much geared toward matchmaking / smaller multiplayer games. Anything of a mmorpg scale would probably break you in ccu licensing..

    And as far as Bolt, which Photon acquired.. I'm not sure if Photon changed the direction with it or not but it didn't originally support network games over 100 or so users. From what I've heard, support has been kind of lax with its development since Photon acquired it. I could be wrong since I quit following the network arena shortly after that, but that was the last I heard. So unless they have ramped up development and decided to improve it to support mmorpg numbers, I wouldn't say it is a valid option for MMORPGs atm either.

    To be honest, it is a little hard to give an answer without knowing what you are wanting to do. Are you really wanting to try to do an mmorpg? Or are you just looking for networking support for multiplayer. How many users you anticipate to be playing in the same instance, for example.
     
    Quis likes this.
  5. Jamster

    Jamster

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    Author of DarkRift here!

    As Shawn67 said it would be better if you gave us some more details. What's the gameplay going to be like? How quickly are people sending data? FPS games use a lot more data that a turn based game does...

    DarkRift is being used in the development of a couple of MMOs, it can definitely do the job if you know what you're doing...

    Jamie
     
    BackwoodsGaming likes this.
  6. Whippets

    Whippets

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    DarkRift is TCP only?
     
  7. Jamster

    Jamster

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    Currently yes, DarkRift 2 will also have UDP/RUDP.
     
  8. rastinrastini

    rastinrastini

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    HI
    Thanks to all of you.
    our game are rpg like warcraft.
    think about 2 senario:
    1- game like world of warcraft with minimum of 1000 player per instance.
    2- 2d game that has dungeon and pvp. in dungeon and pvp 10 player can play together.
    is darkrift calculate collisions on server?
     
  9. Jamster

    Jamster

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    1. Is that 1000 sharded or 100 per shard? DarkRift would probably be able to handle the latter but you'll be hard pushed for the former.
    2. DarkRift would work for that and yes you can calculate physics on the server if you use the embedded mode.

    Jamie
     
  10. Whippets

    Whippets

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    I'm not sure any of the offererings will cope with 1k players per instance from a single server; especially as you can probably double/tripple the number of entites once you take npcs and mobs into account.
     
  11. BackwoodsGaming

    BackwoodsGaming

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    I was thinking that myself.. Even the AAA titles seem to struggle with numbers in the 100s per instance.
     
  12. Whippets

    Whippets

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    Guildwars2 world v world server has a limit of 300 players, and still gets laggy when reaching the limit. It's a server dedicated and tailored specifically for the task.
     
  13. rastinrastini

    rastinrastini

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    then for 10000 user what hardware needed?