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MMOG development
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Join Date: Jul 2004
Posts: 1
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Can anybody help me with *any* information on MMOG (Massive Multiplayer Online Gaming) engine development ?
I'm trying to develop simple (as a start point) MMOG engine using PHP + MySQL (or PostgreeSQL). Main questions are:
0. Is it necessary to put game logic on DB triggers and stored procedures ?
1. Can Apache's 1.3.x (or 2.x ???) build-in multithreading support be used to serve, say, 1000 users simultaneously ?
2. What are the mechanisms of collision evasion when two or more users trying to access the same game resource (say, building) ?
3. The main idea is to use Flash (Macromedia) client to control game process, which runs in real-time. So the problem is to process all commands from almost army :confused: of users. Can that command processor be made without threads usage ?
Thenx a lot for any info...
I'm trying to develop simple (as a start point) MMOG engine using PHP + MySQL (or PostgreeSQL). Main questions are:
0. Is it necessary to put game logic on DB triggers and stored procedures ?
1. Can Apache's 1.3.x (or 2.x ???) build-in multithreading support be used to serve, say, 1000 users simultaneously ?
2. What are the mechanisms of collision evasion when two or more users trying to access the same game resource (say, building) ?
3. The main idea is to use Flash (Macromedia) client to control game process, which runs in real-time. So the problem is to process all commands from almost army :confused: of users. Can that command processor be made without threads usage ?
Thenx a lot for any info...
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Join Date: May 2003
Posts: 107
Reputation:
Solved Threads: 0
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Originally Posted by Eugene
Can anybody help me with *any* information on MMOG (Massive Multiplayer Online Gaming) engine development ?
I'm trying to develop simple (as a start point) MMOG engine using PHP + MySQL (or PostgreeSQL). Main questions are:
0. Is it necessary to put game logic on DB triggers and stored procedures ?
1. Can Apache's 1.3.x (or 2.x ???) build-in multithreading support be used to serve, say, 1000 users simultaneously ?
2. What are the mechanisms of collision evasion when two or more users trying to access the same game resource (say, building) ?
3. The main idea is to use Flash (Macromedia) client to control game process, which runs in real-time. So the problem is to process all commands from almost armyof users. Can that command processor be made without threads usage ?
Thenx a lot for any info...
Open your mind, or shut your mouth.
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of users. Can that command processor be made without threads usage ?