Ryzom hangs when swapping clients
![ryzom hangs when swapping clients ryzom hangs when swapping clients](https://giganticduck.com/wp-content/uploads/2020/04/patch-0.8.8-768x461.png)
That way, a crash of a server won't bring down your whole shard. I know of some MMORPG's, like The Saga of Ryzom, they have dedicated server binaries for all kinds of subtasks, like NPCs, weather, etc. I wonder if the best way to do, it is to have two servers : one for player management, and to distribute informations, and another to gouvern the world?Ģ) I wonder how NPCs are managed by the server, and more precisely collision management? Must I write same code engine as the client ( with newton for example), to be sure that the mesh collision are right? Or must I dedicated this job to the client, which informs the server if there is a default in the path way provided?ģ) Lot of information must be provided to players, I don't know rythm to refresh information to player. And deal with them in the same list of players they are but of another type "OBJ_ENEMY" And every object that has this type will run a "AI_Update procedure" As contains a simple AI such as check on a player is inrange, if it is the send packet to move this player etc, but the question is how you would handle your way to manage enemies in an online game.ġ) Server have to manage player, but most generally the world too. Do you have enemies, and "players" in the same list or in separate lists? or an separate server( Npc server )? and how do you update themselves, and what kind of information containing your updates? I've made it so updated only enemies that are in range from the player and contains position, velocity, animation, type, etc.
#Ryzom hangs when swapping clients how to#
Okay, now I come to deal with enemies in the game, and got some questions about how to handle them.