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Why You Should Forget Everything You Learned About MMOs...

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    #16
    WordPress Online Subsystem API for HTTP (WooSaH)

    Provides API for Online Subsystem Services in which UE4 Game Server/Clients communicate your directly with your WordPress-powered Website.

    Online Subsystem Services:
    1. User Authentication
    2. Presence
    3. Server Presence & Matchmaking
    4. Friends Lists
    5. Tournaments: Tiered Leaderboards
    6. Achievements
    7. Store (via WordPress WoocommerceeStore Plugin.) & Purchase (In-Game and Online.)
    8. Licenses

    WooSaH is being designed with the highest priorities on Security, Performance, Flexibility, and Developer-friendliness, respectively. All operations dealing with sensitive data and anti-cheat mechanisms are handled securely on WooSaH Contests Servers. WooSaH is flexible enough to work along side other Online APIs on the Client-side and provides an interface to popular Web-based API’s for Steam, Facebook, Google Play, GameJolt, others, thorough TheGameDevStore.com on the back-end.
    Last edited by TheGameDevStore; 08-07-2019, 12:59 AM.
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      #17
      Developing a custom Content Streaming Solution to support High Performance Game World Simulation Interaction. Game World Simulation Interaction is intercommunication between World Servers to synchronize actions, clone | merge audio/visual content, game mechanics, players, etc.

      The Custom Content Streaming solution is comprised of two systems: Multi-user Quest Building System and Occlusion-LOD Manager.
      1. The Quest System is built atop of the Multi-user Construction System, which is a Glorious 3D Placement & Attachment Tool that spawns-orientates-attaches-destroys 3D Objects. We use 3D Objects to represent Interactive Actor Classes {parameter meta-data}.

        The Representation is coupled to the Parameters using simple 'name' to object reference. This allows all the operations of Construction System to be applied to the Actor’s Representation. Additional In-game GUI Forms are used to modify Actor’s Parameters, displaying WYSIWYG results in real-time.

        The Construction System spawn-manipulate-destroy all 3D Environment and Entities in the Map at run-time. So the world initially starts empty,

        All Object Data is saved/loaded in JSON format for local/remote transfer-storage-manipulation. This is vital to achieving Game World Simulation Interaction.
      2. The Occlusion-LOD Manager procedurally controls the visibility, tick update, and network updates with consideration to players viewing distance and performance at runtime (based on rendering & processing budgets). It works with UnrealEngine's Occlusion optimization, precomputed visibility volumes, and LOD methods if used.

        But its primary purpose is to provide event-driven occlusion similar to level streaming, Object Pool management (think infinite runner levels), Placeholder Management, and occlusion-LOD management of modular parts attached to entities.
      GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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        #18
        Transportal WIP. The Transportal is a Trigger Actor that activates a servertravel to transfer Players to other Dreamworld Servers. In this demo, we transfer from Test Map #1 to a Map #2.
        Last edited by TechLord; 08-13-2019, 08:49 PM.
        GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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          #19
          The Network Design of God of Dreams FTPS RPG Sandbox MMO. For months I've been developing BAD*MORFO Multi-user 3D Hyperbasher a Real-time, Multi-user - Level Building, Character Customization, Weapon & Vehicle Assembly System. I will be integrating BAD*MORFO at the core of the G.o.D, working towards achieving functional:
          1. Game World Simulation Interaction (that is, to communicate data, and to synchronize actions), allowing different Game World simulations to merge content, game mechanics, players, etc.
          2. Multiple Client Types Support (Multiple Genre Clients on a Single Game World Server)
          How BAD*MORFO will accomplish World Merging is with multi-user modular assembly using a custom HTTP JSON API to send construction/destruction between HTTP Servers (DreamRealm) and Game World Servers (DreamWorlds). The DreamRealm will serve as intermediate process and proxy server between UE4 Servers facilitating the communication between DreamWorld Servers.

          Modular design allows any UE4 MMO Server that incorporates BAD*MORFO at core can use HTTP API to re-construct assembly of the world's content if instantiated with the API.







          Multiple Client Types will achieved by allowing the user to customize and select what ruleset of input/output and customize their GUI. The "Dreamworld" Server that contain the ruleset and content to be played. (It will interconnect Dreamworlds through Transportals dependent on server poplulation. This is concept is not new, but treated and presented as a Multiiverse.)

          On-demand selection of various First Person/Third Person camera perspectives is a step in the correct direction. Many game genres are defined by their primary perspective, but what if there is no automatic limitation. By giving the player the ability to create their own filter (aka limitation) Multiple Client Types/ One World are achievable. There are different types of First Person as there are Third Person. In the middle there are Second Person Perspectives.
          GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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            #20
            Geez, I didn't understand a thing, but it seems complex XD too much for my artist mind

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              #21
              Hello Amelia_P

              Those diagrams are works of Art. LOL.
              GOD of DREAMs: A Unique FTPS/RPG Sandbox MMO

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