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Home › Forum › MultiPlayer Game Hacks & Cheats › Realm of the Mad God Hacks & Cheats › Realm of the Mad God Private Servers › Realm of the Mad God Private Servers Discussion › Reacreating PServer Source?

PostReacreating PServer Source?

Posts 1–6 of 6 · Page 1 of 1
TO
tomgie50
Reacreating PServer Source?
I was thinking about creating a pserver source, or something near it entirely in a new programming language as C# seems slow compared to what you can use out there. And I am sure someone is thinking "don't reinvent the wheel stupid!" But, with current sources that wheel feels more like trying to roll a cube down a hill than some sort of wheel.

Now, I have worked with a few sources and they all seem to have problems with lag or something along those lines, i'm not sure if that is the way the server was programmed, or how packets are sent, or even if its just the speed of what .NET can deliver. But, if it can be fixed, then sure, I might try. But, I think it would be more "fun" to figure out how everything comes together and gain more experience in programming and networking.

So I plan on trying to create at least something with Rust or Golang. I am not sure on what one to choose but they seem to be good candidates as they are quite faster than C# if used properly but, are easy to organize/write/read/etc. I can't really do this on my own as another person working on this can be very helpful when trying to decide on something. So if anyone wants to help, pm me.


I'm sure this is an overly ambitious project that I came up with but fuck it I need something to do over the summer.
Thanks for reading my shitty rambling
#1 · 8y ago
TO
TooGoodAtCoding3039
The problem isn't the language, but rather the code. AS3 excluded, cause that shit is garbage tbh, but excluding client side, it's not the language causing the problem.

Things are just thrown and handled with little care of optimization.
#2 · edited 8y ago · 8y ago
TO
tomgie50
Quote Originally Posted by TooGoodAtCoding3039 View Post
The problem isn't the language, but rather the code. AS3 excluded, cause that shit is garbage tbh, but excluding client side, it's not the language causing the problem.

Things are just thrown and handled with little care of optimization.
That's what I was kind of thinking, but still I think a change in a more optimal language that takes up less memory, is more universal, and faster would be nice.
#3 · 8y ago
TO
tomgie50
Still looking for people!
#4 · 8y ago
index.html
index.html
I've been working on my own source for quite some time now.
The multiplayer is working just fine , needs animation syncing.

There's absolutely nothing implemented for now , not even the UI.
The only issue with my source , is that it is built on a HTML5 Canvas / Javascript , and there are some serious optimization problems.
Here's a quick look :
https://i.imgur.com/AvBEMte.mp4

Pm if somehow interested
#5 · edited 8y ago · 8y ago
TO
tomgie50
Quote Originally Posted by index.html View Post
I've been working on my own source for quite some time now.
The multiplayer is working just fine , needs animation syncing.

There's absolutely nothing implemented for now , not even the UI.
The only issue with my source , is that it is built on a HTML5 Canvas / Javascript , and there are some serious optimization problems.
Here's a quick look :
https://i.imgur.com/AvBEMte.mp4

Pm if somehow interested
Well saying they are rewriting the client for RotMG its not a bad idea. But, atleast for me it would be difficult to do the server and client. Right now I just plan on using the flash client. And if they dont completely rewrite the packet format then ill use the rewritten one if possible.
#6 · 8y ago
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