Hi everyone, thanks for watching my talk! The slides to this talk can be found on my blog. (Just google David Salz Albion Online). There is also a more comprehensive version from Quo Vadis Conference, Berlin, and a couple of related blog posts. I am also happy to answer your questions!
Nice! I did not know they were available at all... and judging from the view counts no one else knows either... many videos are even labeled DO NOT PUBLISH oO
Sehr cooles Projekt vom David. Ebenfalls sehr schön das er hier so viel offen legt und mal einige Gamedesigner Probleme zeigt mit denen man jeden Tag zu kämpfen hat. :D
This is such an exciting video! I've just begun watching it. I'm quite excited. I'll reply with my thoughts to this comment I suppose, was too excited not to post before watching.
Interesting stuff, wish they left the Q/A session on there. Nice to see someone building an MMO with Unity. So annoying to see people question the possibility on the forums. Here is proof now, again.
So, if i have correctly understood, the world i divided into cubes whom entities inside are handled by one server being part of a cluster, the megaserver, and as more and more entities are getting closer the cube size lessens as to decrease the number of entities handled per server. Still I wonder how a player in a cube, so connected to a specific server, could see a player in another cube, connected to another server ? Is a client connected to several servers at once which match the cubes around him ?
Great speech finally a video to give to people on the forums who want to make an MMO! ;) But why did you cut out the question part I always find those the most interesting!
Deutsche Unity Tutorials bald auf meinem Kanal! Einfach mal ein Abo da lassen. Bei Tutorial wunsch einfach ein Kommentar unter eins meiner Videos schreiben:)
This is all a lie, they use the client for much more than just rendering, movement is even entirely client-authorative. And what renderer (that isn't ML based) does prediction? You could just use the same pathfinding algorithm on the server and client without using the unity client in BE but no; in this case you totally rely on unity to handle your movement.
Movement is not client-authority, where did you get that idea? It's all smoke and mirrors. They just have client-side interpolation so everything feels snappy, but the server is the state authority which mutates based on client-side input authorities. All clients ultimately synchronize their state with the server. If the client was the authority for anything then hacking would be rampant in the game. I've never seen it happen.
Hi everyone, thanks for watching my talk! The slides to this talk can be found on my blog. (Just google David Salz Albion Online). There is also a more comprehensive version from Quo Vadis Conference, Berlin, and a couple of related blog posts. I am also happy to answer your questions!
Hi! Is there a video online of the more comprehensive talk from the Quo Vadis conference? I can't find it. Thanks! :)
Recordings were made, but AFAIK they are not available online... sorry!
vimeo.com/182880438 I believe that's what you're looking for ?
Nice! I did not know they were available at all... and judging from the view counts no one else knows either... many videos are even labeled DO NOT PUBLISH oO
Ahah yeah strange. A shame since your presentation was very enlightening, thank you and good luck for Albion's release :)
Very open minded speech, ty David + Unity for this!
I wish we would have more people willing to share good practice information! :)
Sehr cooles Projekt vom David.
Ebenfalls sehr schön das er hier so viel offen legt und mal einige Gamedesigner Probleme zeigt mit denen man jeden Tag zu kämpfen hat. :D
Such a cool presentation! Your architecture is so clean.
8 years later, 3 servers, because SBI wants only money... Thank you for a great game, David.
Great speech. Thank you.
Very nice talk. Thank you for sharing all this information!
Gotta love that color variance on projector vs actual slide.
very interesting and educational speech. thanks for sharing!
Interesting talk, thank you very much! I would love to see more detailed talks about the creation of MMO's.
This is such an exciting video! I've just begun watching it. I'm quite excited.
I'll reply with my thoughts to this comment I suppose, was too excited not to post before watching.
Interesting stuff, wish they left the Q/A session on there.
Nice to see someone building an MMO with Unity. So annoying to see people question the possibility on the forums. Here is proof now, again.
Wow I'm pretty impressed by the guy who built a bot directly into the game ;o
Awsome talk! Thank you very much!
Awesome speech. You have done a huge work.
So, if i have correctly understood, the world i divided into cubes whom entities inside are handled by one server being part of a cluster, the megaserver, and as more and more entities are getting closer the cube size lessens as to decrease the number of entities handled per server.
Still I wonder how a player in a cube, so connected to a specific server, could see a player in another cube, connected to another server ? Is a client connected to several servers at once which match the cubes around him ?
Very good vid , love the ideals and concepts people come up with in a ever growing/changing world today ~
Cool! Multiplayer interest zones.
Great speech finally a video to give to people on the forums who want to make an MMO! ;) But why did you cut out the question part I always find those the most interesting!
kind of MVC approach?
После этого я передумал делать ММО...
Do you use only Photon for your back end services or you use also asp.net servers (or similar tech)?
That was quite interesting.
i thinks to do that you can try the best solution as ECS like "Entitas" .
Looking for a mmorpg game Dev
Great mmo albion!
NOW WHO WOULD LIKE A COOKIE?!!!
WAO! Albion
Eve + Diablo + DOTA = Albion Online!
Deutsche Unity Tutorials bald auf meinem Kanal! Einfach mal ein Abo da lassen.
Bei Tutorial wunsch einfach ein Kommentar unter eins meiner Videos schreiben:)
Stop lying Albion Online is 2.5D Walking Simulator !
He can't pronounce the letter "s"
and?
This is all a lie, they use the client for much more than just rendering, movement is even entirely client-authorative. And what renderer (that isn't ML based) does prediction? You could just use the same pathfinding algorithm on the server and client without using the unity client in BE but no; in this case you totally rely on unity to handle your movement.
Movement is not client-authority, where did you get that idea? It's all smoke and mirrors. They just have client-side interpolation so everything feels snappy, but the server is the state authority which mutates based on client-side input authorities. All clients ultimately synchronize their state with the server.
If the client was the authority for anything then hacking would be rampant in the game. I've never seen it happen.
Unite europe is not a suitable name for today hahaha , gread video tho.
Why? It took place in Europe, not England.
SANDBOX ?? HAHAHAHAHAHAHAH