Re: MMO Server Side

Stefan Sandberg <[email protected]> Wed, 13 Oct 2010 11:24:16 +0200
Newsgroups gmane.games.devel.algorithms
Message-ID <[email protected]>
  My preference would be lua + zmq.

www.lua.org
www.zeromq.org

On 2010-10-12 16:58, Jonathan Hickman wrote:
> I intend to create a server side application to handle incoming connection
> requests.  I want the server side AI (non-cut scenes) to be a local
> connection on the server.  What programming languages do you recommend
> (preferrably on a Linux based machine, but I am open minded) for handling
> these 'telnet' type connections to receive commands from the client?  Do you
> know of any existing frameworks for this that are capable of handling a
> numerous number of connections?  I would be able to separate the number of
> connections based on region (and therefore separate the servers) within the
> game (which would all access a centralized database), but I want something
> where each zone of the game can handle at least 100 player characters and
> the enemy NPCs would connect locally.  The difficult part is that I would
> need each connection to be able to access many variables of the other
> connections or to somehow share information to report back player locations,
> orientation, customizations, current animations, etc. for the client side.
> I am only accustomed to each connection being entirely separate and unique.
>
> Have any of you seen an implementation of this that can be used as an
> example?
>
> Jonathan Hickman
>
>
>
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Beautiful is writing same markup. Internet Explorer 9 supports
standards for HTML5, CSS3, SVG 1.1,  ECMAScript5, and DOM L2 & L3.
Spend less time writing and  rewriting code and more time creating great
experiences on the web. Be a part of the beta today.
http://p.sf.net/sfu/beautyoftheweb
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