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icegreenberry2011-07-02 00:57:44
Canvas
icegreenberry, 2011-07-02 00:57:44

Javascript browser MMORPG?

Hello. How realistic do you think it is to create an MMORPG in canvas today?
What technologies should be used on the server? How to withstand the load?

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5 answer(s)
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Mikhail Davydov, 2011-07-02
@azproduction

More than real. All technologies for this are available:
1. Realtime transports WebSockets, SSE (Socket.io)
2. 2D, 3D: Canvas, WebGl (Tree.js, LibCanvas, and a dozen more libraries and game engines)
3. Sound: <audio>
Yes the problem is caching resources and textures - 5+MB of local storage and browser cache is not enough for everyone, so the scale of the game can be severely limited.

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Anatoly, 2011-07-02
@taliban

In principle, canvas allows (http://fatenation.com/) to use JS as a client core for the game, but the implementation of the logic (and it will definitely be server-side) already depends on you and your skills in server programming =) The server part is no longer depends on canvas, html, etc., and will be similar to any other game (flash, binaries, java, silverlight).
In fact, the client does not depend on the server, and vice versa.

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ALiEN_QWERTY, 2011-07-02
@ALiEN_QWERTY

The main difficulty in writing such a game, as in writing any network game, is writing the server side. It will depend on her how the game will work and what will be in it.
The client honor can be written in anything, html5, flash, silverlight, java, shockwave, web gl, etc. doesn't matter. Because the client should only be able to send user actions to the server, and accept changes from the server and display them, and ajax will cope with such a task, and even in several ways and not just one.
Moreover, I myself wrote such a game, used Red5 as a server and flash as a client part. The only difficulty was writing the server part so that red5 would not gobble up all the resources under load, the rest is a matter of technology. )

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miolini, 2011-07-04
@miolini

I think the good corporation has put a lot of effort into making sure you can use html 5 canvas and webgl. But! Will the performance of WebGL be enough to implement decent games for MMORPGs.
On the server, I strongly recommend using Java with asynchronous sockets. The quickest start is to use Jetty and its continuation implementation, which will allow long-polling, which is now supported by all browsers, including those for mobile devices, unlike websockets and sso.
If you have any questions about the server side, I'll be happy to help.

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stan_jeremy, 2012-12-22
@stan_jeremy

Well, they did a minimalistic and old school one:
browserquest.mozilla.org/

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