I am interested in creating a kind of multi-player RPG as a purely browser-based game with little or no plugin requirements. Having done quite a bit of research, I came to the following plan. I know that some of the technologies that I refer to are not accepted in all browsers (in particular, IE), but I am ready to accept this for the moment.
In addition, I know that MMO is a high goal that you need to strive for in any case, but having done a lot of smaller projects in the past in a similar direction, I feel that I want to give this a really good move at last.
So this is a rough outline, I would like to hear about the egregious problems that everyone can see in this outline:
CLIENT: WebGL / Javascript (possibly three.js ). Use local browser storage to store game resources, believing that deleting the browser cache will delete them.
MESSAGES: encode messages between client / server using Google protocol buffers for convenience and size reduction. Messages will be delivered via WebSocket.
GAME SERVER: running on top of gevent in python (looks like a good solution to solve many issues). Will be built using a design-based template here:
DB SERVER: MySQL for the database, PHP, acting between the game server and the database.
DETAILS: I plan for the game server to update an individual client approximately 15-20 times per second and use client-side prediction to fill in the gaps. Clients can send key inputs / messages to the server at 30 frames per second. I would prefer to use the experience as close as possible to real time, rather than step by step. My main problem is the WebSocket TCP protocol, will this make everything impossible?
Is this solution realistic for SO?
many thanks,
javascript python gevent webgl multiplayer
bharling
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