Unite Europe 2016 - Building a PvP focused MMO

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Albion Online is a cross-platform sandbox MMO RPG game. David Salz (Sandbox Interactive) takes you behind the (technical) scenes. He takes a look at the structure of the server farm and its inner workings, the databases, the threading and message processing model and many other interesting implementation aspects. On the client side, Albion uses the well-known Unity game engine. The second part of the talk describes how they use Unity! Audience addressed: Programmers interested in online or MMO games. The talk is suitable for beginners, but some aspect of it will assume experience with threading and a basic understanding of SQL / NoSQL databases. Takeaway: - learn about the architecture of a modern MMO game, including aspects like scalability - learn how to use Unity in a big game project without making the core game logic depend on Unity

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Hi everyone, thanks for watching my talk! The slides to this talk can be found on my blog. (Just google David Salz Albion Online). There is also a more comprehensive version from Quo Vadis Conference, Berlin, and a couple of related blog posts. I am also happy to answer your questions!

davidsalz
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Very open minded speech, ty David + Unity for this!
I wish we would have more people willing to share good practice information! :)

FireLysm
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Sehr cooles Projekt vom David.
Ebenfalls sehr schön das er hier so viel offen legt und mal einige Gamedesigner Probleme zeigt mit denen man jeden Tag zu kämpfen hat. :D

ProjectMakers
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Gotta love that color variance on projector vs actual slide.

zerher
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8 years later, 3 servers, because SBI wants only money... Thank you for a great game, David.

fraunsberg
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So, if i have correctly understood, the world i divided into cubes whom entities inside are handled by one server being part of a cluster, the megaserver, and as more and more entities are getting closer the cube size lessens as to decrease the number of entities handled per server.


Still I wonder how a player in a cube, so connected to a specific server, could see a player in another cube, connected to another server ? Is a client connected to several servers at once which match the cubes around him ?

alexandredaubricourt
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Such a cool presentation! Your architecture is so clean.

Stevejustt
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Interesting talk, thank you very much! I would love to see more detailed talks about the creation of MMO's.

davidmuhr
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Great speech finally a video to give to people on the forums who want to make an MMO! ;) But why did you cut out the question part I always find those the most interesting!

WARnationLD
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Very nice talk. Thank you for sharing all this information!

dominikdrexler
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very interesting and educational speech. thanks for sharing!

cruxial
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Wow I'm pretty impressed by the guy who built a bot directly into the game ;o

alexandredaubricourt
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This is such an exciting video! I've just begun watching it. I'm quite excited.

I'll reply with my thoughts to this comment I suppose, was too excited not to post before watching.

GladerDev
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Do you use only Photon for your back end services or you use also asp.net servers (or similar tech)?

sebas
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Awesome speech. You have done a huge work.

rsirokov
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Very good vid, love the ideals and concepts people come up with in a ever growing/changing world today ~

ronniezr
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i thinks to do that you can try the best solution as ECS like "Entitas" .

supercc
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Deutsche Unity Tutorials bald auf meinem Kanal! Einfach mal ein Abo da lassen.
Bei Tutorial wunsch einfach ein Kommentar unter eins meiner Videos schreiben:)

cheezy
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Stop lying Albion Online is 2.5D Walking Simulator !

DrBangBang
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This is all a lie, they use the client for much more than just rendering, movement is even entirely client-authorative. And what renderer (that isn't ML based) does prediction? You could just use the same pathfinding algorithm on the server and client without using the unity client in BE but no; in this case you totally rely on unity to handle your movement.

WiseWeeabo