I am designing a MMORPG using unity calledEuphonic.
The client is windows based, you can log on, run around with others, and log off.
Currently i am at the point where i have a working master server, and client, using c# sockets.
I will be working on this very much over the course of the next little while, adding seperate zones, finishing levels, and integrating the actual game play elements of a RPG.
If anybody would like to test the client server architecture, you can visit my website
and you can download the launcher from the downloads area. the launcher is a small c# app that will simply point you towards the latest version of the client.
note: the launcher redirects you to the latest .RAR compressed library containing the up to date client.
Please let me know what you guys think thus far.
Please play in fullscreen for better gameplay and less choppy-ness
hmmm i opened your program clicked the launch game button and it directed me to a web page after this it made my computer have a fit im using windows 7 pro 64bit
i think it may be cause of the details ive added to the scene, going to try and cut that back. i assume you are using a high end pc? the graphics couples with lack of optimization on the server may be causing this. i will lower the amount details and upload a new copy of the client soon.
My computer isent high end atall its from 2009 but i think its only a server problem as when i play its just me(a skelliton) on a textured plain(maby a terrain without any detail)?
In this version i have cut back on the amount of draw calls by reducing details and tree draw, and i have added some models to the game.
I have also updated networking code to fire at different intervals in an attempt to reduce lag.
Server is now running so that people can log in and test.
I think i am going to leave a client logged on, so that if anybody comes on, they can atleast see another client, or maybe i will even see someone log on the server, and ill jump on and test with
Im getting more lag then the second time now i think it is something todo with how manny times it conects to the server, as if i stand still the animations and everything run fine?
Edit: did you just change it as its working better now, it feezes for like 1/10 of a second every second but other then that runs fine
right click = look around, unless you mean turn the player via mouse
chat is so coming soon
i have a few ideas i need to look at to reducing the lag, it seems to stutter, as if a thread is pausing due to networking code blocking a thread. i will check out my time outs and see if i can reduce this stutter by the next beta of 0.0.3
Well actually the server is designed in c#. i was going to go with c++ but decided not too, because the threading/asynchronous techniques are so much easier to grasp in c#, there fore, i could finish it much faster.
I think there could probably be a mac build of the server.
i know for the client, i could just output a mac build.
i plan on having pc, mac, and linux builds of the client anyways thanks for the input