Online game development concept

xiaoxiao2021-03-06  50

Conception is only for the program, game logic, as well as art, plots, etc., waiting for the engine to come out first. I hope that there will be one day, and it will not be too long. Rome is not built a day, insisting is victory. Generally speaking, online games are of course a C / S structure. Server and clients are written in Visual C . Server side: Read scripts when the server is started, load map data, NPC configuration, and more. Player data is dynamically read when players login, for data processing, use SQL Server as the background database. The list of players, etc., etc., can be stored directly with files, easy to read. Each player has a unique number representative. The same server player can only have one. You can set the automatic archive time, or there is a manual archive command. The packet format can refer to Tsonline type. Two levels of order. Main part: Script engine uses Lua, data synchronization processing, communicating with client. Client: The client is most important to the graphics engine, the interface interface. Tsonline type JPEG big background diagram form. The interface can be changed to Skin. Alpha et al. (Can be achieved late) Interface window partial control section is more troublesome, focus, input, prompt, and object drag and drop, there is a global controllable approach. Think about how Windows implements these features, the message driver event is executed. Also, look at STL, many algorithms are very beneficial. Window management is another one, an arbitrary graphic engine, the most important thing is efficiency, can't write a mess in the beginning. You can also consider writing a library with a VC to make VB calls, but the VC writes smoothly or uses VC. The communication protocol command interpreter, packet package, etc. of the client and server side can be universal. Next, look at how to pack each function block.

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