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A fast, scalable, distributed game server framework for C++, include actor library, network library,can be used as a real time multiplayer game engine ( MMO RPG/MOBA ), which support C#/Lua script/ Unity3d, Cocos2dx and plan to support Unreal. BBS: http://bbs.noahframe.com

Home Page: http://noahframe.com/

License: Apache License 2.0

Batchfile 0.10% Shell 0.10% CMake 0.60% C++ 30.01% C 23.32% Csound Document 0.11% Makefile 0.63% Java 0.66% Objective-C 0.04% Objective-C++ 0.11% C# 39.06% Smalltalk 0.06% Protocol Buffer 0.76% XSLT 0.95% M4 0.02% SAS 0.02% CLIPS 0.06% Pascal 0.80% Ada 1.02% Assembly 1.58%

noahgameframe's Introduction

NoahGameFrame

Join the chat at https://gitter.im/ketoo/NoahGameFrame

#####QQ Group:341159815

What is it?

NF is a lightweight, fast, scalable, distributed plugin framework.Greatly inspired by OGRE and Bigworld.

Features

  • Easy to use interface oriented design minimise the effort
  • Extensible plugin framework makes getting your application running is quick and simple
  • Clean, uncluttered design, stable engine used in several commercial products
  • Using the actor model has very high performance(by Theron)
  • Based on the event-driven and attribute-driver can make business more clearly and easy to maintenance
  • Based on the standard c + + development, cross-platform support
  • With existing c++, c# game client for rapid development
  • Cross-platform

Toturial

Toturial : http://bbs.noahframe.com/forum.php?mod=forumdisplay&fid=39

FAQ OR DISCUSS

FAQ : http://blog.noahframe.com/?p=229

Unity3D client

U3D Client

Architecture

App Architecture:

App Architecture

Server Architecture

Server Architecture

Get the Sources:

git clone https://github.com/ketoo/NoahGameFrame.git

or

svn checkout https://github.com/ketoo/NoahGameFrame

Dependencies

  • libevent 2.0.22
  • easylogging++ 9.80
  • mysql++ 3.2.2
  • google protobuf 2.5.0
  • redis-cpp-client
  • Theron 6.00.01
  • curl 7.37.1

Supported Compilers

  • GCC >= 4.8 (Tested in Ubuntu 15.04)
  • MSVC >= VS2015 (Tested in Win7/10)

Build and Install

MSVC >= 2015

  1. Git pull all source
  2. Run install4vs.bat
  3. Open the solution: NoahFrame.sln, build FileProcessTool project
  4. Run GenerateConfigXML.bat to generate configuration files
  5. Open the solution: NoahFrame.sln
  6. Build the solution(if u build failed, please build again(not rebuild))
  7. Run the binary file by _Out/rund.bat

CodeBlocks >= 13.1(Only in linux)

  1. Git pull all source
  2. Run install.sh
  3. Open the solution with CodeBlocks: NF.workspace
  4. Check C++11 option in CodeBlocks compiler setting
  5. Build NF.workspace
  6. Run sh ./GenerateConfigXML.sh to generate configuration files
  7. Run the binary file by _Out/rund.sh

CMake

  1. Git pull all source
  2. Install cmake[>= 3.1] please choose options for installing: Add CMake to the system PATH for all users and restart your computer
  3. Install VS2015 or gcc[>= 4.8]
  4. Run install4cmake.bat or install4cmake.sh to build NF
  5. Run the binary file by _Out/rund.bat or _Out/rund.sh

JAVA Project

WebSite: https://github.com/NFGameTeam/NFrame-java

C# Project

WebSite: https://github.com/ketoo/NFrame

Documents & Tutorial

English

Mandarin

License

The NFrame project is currently available under the Apache License.

Tutorial:

// -------------------------------------------------------------------------
//    @FileName      	:    HelloWorld1.h
//    @Author           :    ketoo
//    @Date             :    2014-05-01 08:51
//    @Module           :   HelloWorld1
//
// -------------------------------------------------------------------------

#ifndef NFC_HELLO_WORLD1_H
#define NFC_HELLO_WORLD1_H

#include "NFComm/NFPluginModule/NFIPluginManager.h"

class HelloWorld1
    : public NFILogicModule
{
public:
    HelloWorld1(NFIPluginManager* p)
    {
        pPluginManager = p;
    }

    virtual bool Init();
    virtual bool AfterInit();

    virtual bool Execute();

    virtual bool BeforeShut();
    virtual bool Shut();

protected:

};

#endif


#include "HelloWorld1.h"

bool HelloWorld1::Init()
{
    // Use this for initialization
	
    std::cout << "Hello, world1, Init" << std::endl;

    return true;
}

bool HelloWorld1::AfterInit()
{
    // AfterInit is called after Init
	
    std::cout << "Hello, world1, AfterInit" << std::endl;

    return true;
}

bool HelloWorld1::Execute()
{
    // Execute is called once per frame
	
    //std::cout << "Hello, world1, Execute" << std::endl;

    return true;
}

bool HelloWorld1::BeforeShut()
{
    //before final
	
    std::cout << "Hello, world1, BeforeShut" << std::endl;

    return true;
}

bool HelloWorld1::Shut()
{
    //final
	
    std::cout << "Hello, world1, Shut" << std::endl;

    return true;
}

  • how to use the world's most advanced data engine

  • how to use the synchronous events

  • how to use the asynchronous events
  • use multiple cpus to get high performance

About The Author


Amazing open source projects:

breeze

gce

  • Auther: nousxiong
  • GitHub: https://github.com/nousxiong/gce
  • Description: The Game Communication Environment (GCE) is an actor model framework for online game development.

noahgameframe's People

Contributors

ketoo avatar tangyu1018 avatar flyicegood avatar windzxa avatar nickyang4github avatar johance2 avatar ifivebig avatar xinst avatar yss-al avatar huiliu avatar gitter-badger avatar echocolate avatar fvsfvs123 avatar gajin2 avatar

Watchers

DevWei avatar

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