From: Derek <pc...@gm...> - 2005-08-22 01:20:18
|
Hi, Marek: I see it. Thank you for your comments. Massiv core features seems promising. What's its status now? Is it still under development by others than David Li? Regards Derek On 8/22/05, Marek Vondrak <ma...@us...> wrote: > -------------------------------------------------------------------------= --- > ---- >=20 > Hello. >=20 > The primary reason is that it was our school assignment to write such a > system. The other reasons are that we do not find CORBA suitable for the > development of massively multiplayer games. If you know CORBA I believe y= ou > will agree with the following arguments. Basically, what a MMO developer > wants, is not a RPC only system like CORBA or DCOM, but requires at least > some support for object state serialization and replication, so that the > simulation could be presented to clients. Support for consistent simulati= on > archivation is required on the server side. Not any of these requirements > can be fulfilled with basic CORBA, because ORB cores do know nothing abou= t > CORBA object structures but their interfaces (except for so called CORBA > value types, in other words ORBs can not serialize objects, can not acces= s > their attributes, etc. but can only call object methods through published > interfaces). Also since MMO game components are usually written in a sing= le > language (mostly C++), it is highly encouraged to use that middleware tha= t > integrates with that particular language as much as possible so that > programmers are not forced to write akward (unnatural) code. CORBA, on th= e > other side, is a multilanguage middleware and is "mapped" to multiple > languages (OMG standard defines how CORBA objects described by IDL have t= o > be coded in that particular language). I reckon you would agree with me t= hat > CORBA mapping to C++ is _horrible_ and unusable. > But enough. If you are still not convinced, try comparing the list of > features supported by CORBA and Massiv side by side and try to answer to = the > following questions "Do I really need to use this CORBA feature in my MMO > game?", "Is it useful to have Massiv core do this thing for me > automatically?", "Can this Massiv feature be ever supported by ORB core o= r > do I have to implement it myself on the application level?". Maybe you > should look at the sources of the Demo (the "managed" part, say > src/demo/lib/server) to see how a MMO game can be written in Massiv and w= hat > (little) differences there would be if the game was written as a single > stand-alone (not distributed) application. > However to be faithful I have to say that most people failed building the > demo application if anything or were discouraged from using Massiv due to > its complexity. As it is with all middlewares I have seen, one has to get > acquainted with the guts of the middleware in order to write even the > tiniest "hello world" application on top of it. Usually, the initializati= on > part is the most complex one and requires the knowledge of the whole syst= em. > However I still believe that Massiv might be useful for those people how = are > fluent in modern C++, are qualified enough to write a simple network-base= d > game without the use of a network middleware and can understand how the > principles used in their network game are abstracted in Massiv. >=20 > -- Markoid >=20 >=20 >=20 > |