MV3D Development Blog

September 22, 2006

Best documentation EVAR!

Filed under: Uncategorized — SirGolan @ 1:49 pm

… And I quote: “This document is considerably out of date.”

That makes me remember that I had really wanted to keep up with documentation on MV3D. I haven’t done so in a while. Better look into that.

I’m currently testing some methods to ensure that servers run at 15-20 iterations per second. Since the biggest usage of time seems to be with sending updates out to clients, I’m concentrating there and adding features to adjust the frequency updates are sent out based on various parameters such as client ping time, server load, the distance between the client and the object to update.

I’ve also done a little poking around at other MMORPG source code or documentation (if that wasn’t available). Particularly, I’ve looked at PlaneShift. Some people would probably be unhappy with me for not just contributing to PlaneShift (a free/open source MMORPG that aparently gets 150 concurrent users on a regular basis) and instead starting my own. Well, the reason is that I happen to disagree with a lot of their choices– espeically how their code is structured. If I’m wrong here, PS guys feel free to correct me. If you want to add a new type of sword to the game, not only do you have to restart the server (and drop all the clients), but you have to also re-compile the source code after adding your new object to it. Everything is in the source code. It’s wierd. Oh yeah, they also aparently only envision having one server to support clients, which really severely limits the first M of MMORPG (most would say you lose it completely in that case). There’s also a lot of mucking about with databases in order to make changes to things that are saved there. I don’t have to muck with the database except when I want to wipe it because of a code change or to test things with a clean database. And even that I am planning on automating. Yes, one of my enhancements for v0.2 is to create a web based database explorer that understands the MV3D database scheme, but that’ll just be used for debugging. A normal server operator should only have to create the database & schema, and for the latter, I supply SQL code. That’s it. No more mucking about in the database. The server app should take care of it for you. Besides, for MV3D, the database really isn’t that important. It exists for two reasons:

  1. Running in single server mode (so you can save your game environment)
  2. When a multi system failure brings down all the primary and secondary servers for an area/object/etc. (So you can reload those areas/objects/etc on another server– or the same one when it comes back, whichever)

So maybe that makes it less impressive that I don’t have to mess with it.

I shouldn’t complain much since PS regularly has 150 players online, and I have been having trouble testing the client with 50. (really! I think it’s the client tester’s issue..)

Anyway, the basic technical vision for MV3D has always been to support any game world you threw at it with any number of players presuming you had enough server hardware to support it.

All right, back to work.

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