Java and C# are interpreted languages and slower than C or C++. C# is
also primarily Microsoft (yeah, there's Ximian mono, but in the long
run, it's one more dependency for *nix based systems... then again, so
is Java). A test server may be OK in java, but a real world MMORPG
server probably will need C or C++ for a few more years just from a
speed basis. You could probably back-end the high load code to C++ and
do the rest in java, but then you've got to deal with inter-application
communication which varies per-platform.
I actually have found servers to be easier to leak check and de-leak
than clients, but I can't say I have a lot of experience in the area.
On Friday, January 9, 2004, at 11:03 AM, <Ragnar-GD@...> wrote:
>>> What do I expect from you now?
>>> 1) A working C++ server would be nice
> I strongly object against a server in C++. I'd clearly prefer a server
> with a auto-garbage-collection codebase. Java is fine, anyhing else as
> well. Even C# would be ok, although I don't think this will come... > ;-)
> But not C++. Long dev-time, bigger chances for unstable code.
> On the client-side, C++ is ok, or perhaps even mandatory.
>>> So the full thing takes around 1000 lines of code, but keep in mind
>>> Marauroa design is a bit different to the Arianne one.
> I'm taking my time with my prototype, as I have another Arianne-task
> in the pipeline: Learning.
> I'm at the moment reading "Designing Virtual Worlds" from Richard A.
> Bartle (800 pages), and are 50% through. You and Skyflash will have to
> read this all as well, so send me your address privately, and you'll
> get it once I'm through (and wanna have it back once skyflash is
> Next will be "Massively Multiplayer Game developement" by Thor
> Alexander (480 pages).
> Another two books are already waiting at the post-office.
> Nachrichten, Musik und Spiele schnell und einfach per Quickstart im
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