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Drago

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  1. Killersan is right. Starting with own solution is not for beginners. If you want to do so, use RLE an transfer them over a stream. socket or websocket is a must. Use json or xml to separate chunks in chunks. Objects have to get Ansci IDs. Don't use a restfull api! Not fast enough
  2. We used Terraincomposer with atavism without issues. We had also our own system to load chunks out of a MariaDB. No issues with Atavism on that side.
  3. And it's a good idea to use the vpc and inbounds / outbounds for security.
  4. Aws or Digitalocean. Just pay what you use. With images and snapshots you can create new environments in seconds with the same settings. Scale your infrastructure and get more performane with a few clicks. Start with a small server... aws a T1 micro will be enough to test. It'better to take another server for the database. Don't forget to set the permissions. A dedicated server is not flexible enough and you have to pay it, if used or not. Aws is delivering the best performance. If you want to get it less monolithic, use docker to create more modules. Loadbalancing is also a bit better with aws. Yes you can loadbalance the login servers.
  5. True. It was my opinion. And nobody said, that you were trolling. I wrote about the insulting stuff... you never insulted me nor netsun. Please, don't take stuff out of context.
  6. Same here. MariaDB is working. Never used the Mysql for Windows with Atavism. A bit of background: Most Linux distributions are installing MariaDB, so do Ubuntu/Debian. With an apt-get install mysql, Ubuntu will install a stable version of MariaDB. Mysql is not free for commercial use. Support for cluster and other solutions if you want to scale automatically isn't free of charge. Open Source doesn't mean, for free. If you are bringing your game to production you will need to get it on a headless linux environment.
  7. @Netsun. 100% agree. I am not hiring people with degrees too. I am hiring people who have a passion for what we all love. Game Development.
  8. Oh, by the way: I am absolutely 100% certain, that Killersan and the rest of the guys are solving all of the issues that we could encounter. And yes, I tried first to check first if there is the right knowledge to give Atavism a second chance. Not for bullshitting around, but to know if I am not wasting time and money.
  9. @bbautista Nobody said that somebody is too stupid to do something. I am very engaged in the open source community, sharing knowledge isn't the problem. But trolling Netsun for nothing... sorry, not that cool. It makes no sense to do a large open world without the needed knowledge or the capital to hire the right guys. Maintaining a large system to provide players with a huge open world has nothing to do with an indie MMORPG. Starting small is for me always the key to success. I am very sorry that you can't respect my opinion. I know what it is to get answers like you described. But saying to somebody: Oh yes, you can do large MMOs' just by using a template... can't be the solution. The frustration will come with the monthly costs. The only thing who can drop this costs is the knowledge of building the server side solutions and the knowledge of building the right infrastructure. Most of the AAA companies are failing in both. Just take a game like The Division with extreme glitches and login issues. PUBG is losing money and players because of growing too fast. Scalability is the keyword. So yes, you can do it. And yes you will fail min 100 times. Like every other entrepreneur. There is no stupid or another hidden insult. It's just much easier to do small steps. Do get gameplay done, to provide your future costumers with MVPs and to develop in a lean way. If you don't want to get profitable with your game... okay, have fun with your hobby. So, nobody was insulting nobody. In my opinion, Netsun wasn't insulting him too. Not everybody is interested in beeing the Duke or King in whatever.
  10. Same here. Saw nothing offensive. To be honest, if somebody has the dream to build an open world MMO without any technical knowledge about procedural methodologies... maybe it is the wrong project for you. Saving chunks and reading chunks is the little 101. If the player is never leaving the 0,0,0 ... you will not suffer under floating points issues. Another thing is to understand types! The Floating issue comes from the way how C#(Mono) handles types... it isn't a Unity problem. Building "Big World" will also bring other problems with interpolation and server-side collider detection and it will lead to a bigger server infrastructure(Memory is very very expensive, even if you are into virtualization or parallelization). It is a very expensive thing.
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