Hi folks, I have been reading all the docs I can find on avalon vs merlin etc, but I am still a bit lost so I want to run something buy you folks.
I am interested in making a multiplayer game server and am trying to decide the best approach. It seems to me that using Merlin may be the way to go but if anyone has other thoughts, I'm glad to hear them before I paint myself into a corner. (i.e. would fortress or avalon be a better place to start?) Here is my basic thoughts: I need a central login server component that can control the client connections (i.e. accept numerous seperate client sockets and tread them off seperately) I need a central component that can load up player data and hold the master version of player statistics etc. I will most likely have multiple seperate components that can handle load balancing (maybe geographical from the game point of view? not sure about this one) so that several thousand people could log on at once with enough hardware. The clients will most likely be written in C++ for the graphical rendoring so the server needs to be able to pass packets back and forth to the clients depending upon the business logic. I was thinking of having different components to handle NPC interactions, quest logic, crafting logic, etc, but this i not thought through yet. I know this is an enormous project but I am hoping that by choosing the right framework, I can save pain down the road. I have about 80 pages of design documentation completed (for what the game will actually do) but the architecture of the engine is imaginary at this moment. If I can get this started on the right foot, I might even be able to help document so simple version for training purposes (I have a lot of experience in both teaching software development and doing technical documentation) Thoughts? Andy --------------------------------------------------------------------- To unsubscribe, e-mail: [EMAIL PROTECTED] For additional commands, e-mail: [EMAIL PROTECTED]
