Anyone know how to setup a server with irrlicht
Anyone know how to setup a server with irrlicht
How would i setup my old pc to run my game as a test server
would i install windows server 2000 then what
im really new to servers sorry for noob quesiton
would i install windows server 2000 then what
im really new to servers sorry for noob quesiton
A server is just another computer which you call server. That's all. So no special windows server needed (I think that is just a Windows with slightly different setup, so you can run it for example without gui and have some nice tools for servermanagement etc.). You can even run the same computer as server and client (but this will certainly slow things down). Certainly you should be connected to the server. And for testing it is often useful to have a server running which isn't connected through your local network but over the internet as this might show you other problems (like for example a longer latency).
But for a start - any computer (which is able to run your software) will do.
But for a start - any computer (which is able to run your software) will do.
IRC: #irrlicht on irc.libera.chat
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
Code snippet repository: https://github.com/mzeilfelder/irr-playground-micha
Free racer made with Irrlicht: http://www.irrgheist.com/hcraftsource.htm
If you really want to write a MMORPG, not just an online RPG then you'll need to know about a massive array of technology.
Starting with n-tier systems design, you'll at least need a client, logic server and a database.
To make a network game you'll need an in-depth understanding of all the parts of the OSI model that you'll use. This mostly means a good understanding of levels 3 and 4: IP, TCP and UDP.
You need to know how to write thread-safe code, both for the client and the logic tier. You'll need to understand network security to protect accounts and prevent cheating, you'll need to understand encryption. You'll need to figure out how to deliver resources to the clients, which essentially means writing your own file system. Of course you'll need to know how to design clean and efficient middleware, services that handle work queues, authentication and game logic.
You'll need good knowledge of databases, either writing your own special database server (not recommended) or using an existing one. This means an understanding of databases from a computer science point of view, the design of databases (normalization, what to index, etc), database administration (how to use the database software), and of course an in-depth knowledge of SQL and the APIs you use to connect to your database.
You'll need to write a 3D RPG client, which is a massive task itself. You can use Irrlicht to draw graphics and load resources but you'll also need a world editor, scripting interface, physics and AI. Then you'll need the resources; the GUI, 3D models, story and scripts.
It should take you about 5 years to complete development if you have the right people with the right skills (which you don't), then providing everyone keeps working on your project you'll need to figure out how to make enough money to pay for hosting or all your time will have been wasted.
I probably missed out a ton of things, but you get the idea. You can't do a project like this as your first one, life is like an RPG. You can't go for the final boss right away. You have to spend a lot of time killing rats and slowly work your way up.
Starting with n-tier systems design, you'll at least need a client, logic server and a database.
To make a network game you'll need an in-depth understanding of all the parts of the OSI model that you'll use. This mostly means a good understanding of levels 3 and 4: IP, TCP and UDP.
You need to know how to write thread-safe code, both for the client and the logic tier. You'll need to understand network security to protect accounts and prevent cheating, you'll need to understand encryption. You'll need to figure out how to deliver resources to the clients, which essentially means writing your own file system. Of course you'll need to know how to design clean and efficient middleware, services that handle work queues, authentication and game logic.
You'll need good knowledge of databases, either writing your own special database server (not recommended) or using an existing one. This means an understanding of databases from a computer science point of view, the design of databases (normalization, what to index, etc), database administration (how to use the database software), and of course an in-depth knowledge of SQL and the APIs you use to connect to your database.
You'll need to write a 3D RPG client, which is a massive task itself. You can use Irrlicht to draw graphics and load resources but you'll also need a world editor, scripting interface, physics and AI. Then you'll need the resources; the GUI, 3D models, story and scripts.
It should take you about 5 years to complete development if you have the right people with the right skills (which you don't), then providing everyone keeps working on your project you'll need to figure out how to make enough money to pay for hosting or all your time will have been wasted.
I probably missed out a ton of things, but you get the idea. You can't do a project like this as your first one, life is like an RPG. You can't go for the final boss right away. You have to spend a lot of time killing rats and slowly work your way up.
No, you don't need to learn all of that to get what you're trying to acheive.bhbtti wrote:ok thanks i understand
In its most simplest form, this is really all you need to learn:
-Initialize a listening connection.
-Connect to the listening connection.
-Send/Receive messages.
-Perform actions based on the message(s) you receive for both server/client.
First just find a network library: (this seems sufficient http://pocoproject.org/)
Learn how to use the library.
This is the steps for building the server:
-Get it to initialize a listening connection.
-Make it constantly check for connections and accept.
-Constantly check if each connected client sent a message.
-Perform actions based on the sent message.
It is actually more simple them most people make it.
Just imagine playing chess over the phone. The only network-related concept you need to worry about is:
-Send/Receive messages.
-Do stuff based on the received messages.
sparkart: Please, please, know what you're talking about before advocating this behavior. Don't oversimplify things as you're doing. Bitplane gave amazing insight (which wasn't even deserved) and Josie posted a good link. Join an existing MMORPG if you really have the desire to create one.
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