matthieu-vergne / distributed-mmorpg Goto Github PK
View Code? Open in Web Editor NEWFully distributed MMORPG framework (no central authority for data, authentication, etc.).
License: Other
Fully distributed MMORPG framework (no central authority for data, authentication, etc.).
License: Other
Actor models might be interesting to investigate:
https://doc.akka.io/docs/akka/current/guide/actors-intro.html
An efficient and secure communication P2P protocol should be designed. We can inspire from different resources:
Find a way to manage community updates.
An author should be able to:
A player should be able to:
An update can be on anything considered worth to be managed by the community, among which:
This project aims to produce a game distributed over a set of peers. So we need to assume that disconnection from all or some other peers shouldn't be a threat, but a nominal situation. Playing the game should be possible from alone to massively connected. Thus we need to establish how disconnection can be exploited rather than feared.
It can be part of the gameplay, so involuntary disconnections should be events manageable in the game. However, if the gameplay uses them, then voluntary disconnections should also be possible for those who want an extensive use of them.
If you are reading this thread, please feel free to suggest possible exploitations of these disconnections, so we can think about a proper way to design disconnection management.
We may reuse existing graphics, like the ones provided by EasyRPG. As long as the license allows it, any other would be fine.
To identify other instances on the network, we may use certificates/signatures, with public-private keys and all this stuff.
Resources to investigate to manage it properly:
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