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Articole: 15
  1. The Attribute System, five years later

    In April 2020 I claimed on this blog that OpenMU expresses the game's mechanics as data instead of as code, and I called that post the power of the attribute system.

  2. Bots that play your server

    Every new MU server has the same first evening.

  3. The MU Online protocol, explained

    Every MU Online server emulator begins at the same place: a TCP socket, a stream of bytes, and nobody who ever wrote down what they mean.

  4. A .NET library inside the game client

    This is the post I promised at the end of the last one: the MU Online client doesn't implement the network protocol in C++ anymore.

  5. Why the server project needed a client

    Hey folks, as promised in the recap, here's the first post about the client fork.

  6. Recap of 2023 - 2026

    Hey folks, the last post on this blog is from December 2022.

  7. Optimized pathfinding

    After some tests of the community, we found that many instances of monsters on a map will cause a lot of memory usage.

  8. The power of the Attribute System

    I want to show a nice powerful feature of the OpenMU Project - the Attribute System.

  9. Project Status - Easter 2020

    I want to give a short status update on the OpenMU project.

  10. Demo Console Client for MU Online

    For a test of the new nuget packages of MUnique.OpenMU.Network.Packets I wrote a small demo client.

  11. Recap of 2019

    Hey folks, in this post I want to recap what was accomplished in 2019 and what will come next in 2020.

  12. Generating message structs by data

    In my previous post I have presented my new idea of handling network packets using ref structs.

  13. As you may know, parsing and serializing network packets in .NET in a safe, performant and elegant way can be quite tricky.

  14. SimpleModulus revisited

    Recently, I was working on getting game client version 0.75 to work with OpenMU.

  15. react and redux are basically independent libraries.