triptych Posted October 15, 2013 Share Posted October 15, 2013 Building a 3D MMO using Websockets http://www.gamedev.net/page/resources/_/technical/multiplayer-and-network-programming/building-a-3d-mmo-using-websockets-r3392 From the article: "Hi there! My name is Nick Janssen, creator of Ironbane, a 3D MMO that uses WebGL and WebSockets. With this article I would like to give you a better insight in MMO’s and make you less afraid of the complexities involved in building one. From my experience I have found that people consider them very hard, while they are in fact quite easy to make using the web technologies of today." deis 1 Quote Link to comment Share on other sites More sharing options...
Jim Posted October 15, 2013 Share Posted October 15, 2013 Hmm "works in any modern browser" fails in latest/current Safari and Chrome ... do I perhaps have to fiddle with settings to get this to work Which makes me question other things in this article, particularly around the scaling of web-sockets for a MMO, I'm not seeing the "Massively Multiplayer" part of their game ... any details about how many concurrent players can be active in a single world? Don't get me wrong it looks very impressive, but I think they are missing the difference between an online game and an MMO. Quote Link to comment Share on other sites More sharing options...
dreta Posted October 19, 2013 Share Posted October 19, 2013 Using socket.io for games is a terrible idea. Quote Link to comment Share on other sites More sharing options...
Psychho Posted October 20, 2013 Share Posted October 20, 2013 Works fine for me, great to see a 3D online game using HTML5 besides Runescape. Using socket.io for games is a terrible idea.And why would that be Dreta? Quote Link to comment Share on other sites More sharing options...
David da Silva Contín Posted October 20, 2013 Share Posted October 20, 2013 And why would that be Dreta? Yeah, I'd like to know the reasons too. I guess (?) it might be a bad idea since socket.io is a generic wrapper designed for usability, ease of use, whereas for a MMO you need a fast and light data transmission system. Quote Link to comment Share on other sites More sharing options...
dreta Posted November 1, 2013 Share Posted November 1, 2013 http://buildnewgames.com/optimizing-websockets-bandwidth/ Use https://github.com/Worlize/WebSocket-Node instead. It allows you to send binary data and doesn't bloat packages. Quote Link to comment Share on other sites More sharing options...
Gio Posted November 1, 2013 Share Posted November 1, 2013 It really depends on your point of view... if you're desperate about bandwidth, socket.io is indeed a bad idea. On the other hand, if you want to support as many devices as possible, sending binary data through typed arrays isn't such a great idea either (nor using WebGL, for that matter). Quote Link to comment Share on other sites More sharing options...
Psychho Posted November 2, 2013 Share Posted November 2, 2013 http://buildnewgames.com/optimizing-websockets-bandwidth/ Use https://github.com/Worlize/WebSocket-Node instead. It allows you to send binary data and doesn't bloat packages.Socket.IO only takes up tons of bandwidth if you send JSON objects, you can always just use msg to send a string. Quote Link to comment Share on other sites More sharing options...
valeriocelletti Posted November 22, 2013 Share Posted November 22, 2013 If you are interested on this topic also check http://blog.lightstreamer.com/2013/10/optimizing-multiplayer-3d-game.html. "We have presented an online demo that shows how a technology created for the financial industry can be used with great benefits in the gaming industry. Adaptive streaming (dynamic throttling, conflation, delta delivery, etc.) is a set of techniques to make sure that the amount of real-time data needed to synchronize a 3D virtual world among several clients is governed by the actual network capacity for each client. Several low-level optimizations and high-level abstractions are required to make multiplayer game development easier with reliable results. If you want to solve the problems of real-time gaming efficiently, you should use similar techniques in your real-time web stack". [full disclosure: I work for Lightstreamer] Quote Link to comment Share on other sites More sharing options...
thephox1982 Posted June 18, 2014 Share Posted June 18, 2014 Building a 3D MMO using Websockets http://www.gamedev.net/page/resources/_/technical/multiplayer-and-network-programming/building-a-3d-mmo-using-websockets-r3392 From the article: "Hi there! My name is Nick Janssen, creator of Ironbane, a 3D MMO that uses WebGL and WebSockets. With this article I would like to give you a better insight in MMO’s and make you less afraid of the complexities involved in building one. From my experience I have found that people consider them very hard, while they are in fact quite easy to make using the web technologies of today." Looks interesting and a bit retro, like originla Doom or Blake Stone 3D era.I pressed Enter and no chat window came up, just so you are aware, using Chrome on Windows 8 (not my computer, hate windows 8, lol). I am working on a more modern hybrid MMO if you or anyone else wants to take a stab with it, it's open source so feel free to fork it on GitHub.Main website: http://www.werescape.comGitHub: https://www.github.com/werescape The website has more information and such on the Developers page and I am always available through multiple means to help where needed. Quote Link to comment Share on other sites More sharing options...
thephox1982 Posted June 18, 2014 Share Posted June 18, 2014 Using socket.io for games is a terrible idea. I can be yes but it can work just fine as well if you really really know what you are doing and use UDP connectionsBut if you want something for more than a couple hundred people concurrently, you should use something like C# or at least Python. But if you really wish to get dirty it is possible to expand a Node.js server into a game server that is responsive enough. But hey, I was told it was impossible to make an 3D MMO with HTML5 yet in theory and so far in practice, if you think outside the box and get creative to work around issues rather than give up you can get it done. Lots of things have been claimed to be really bad ideas yet we take them for granted today, computers being one of them and cars! Quote Link to comment Share on other sites More sharing options...
user123456789 Posted June 25, 2014 Share Posted June 25, 2014 But if you want something for more than a couple hundred people concurrently, you should use something like C# or at least Python. Are you saying that the actual programming language at the server-side is a big factor in terms of scalability? Haven't heard that before within context of MOGs. Quote Link to comment Share on other sites More sharing options...
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