Creează un cont pentru a te abona la acest blog și a-i urmări articolele pe pagina Lectură.
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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.
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Every new MU server has the same first evening.
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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.
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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.
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Hey folks, as promised in the recap, here's the first post about the client fork.
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Hey folks, the last post on this blog is from December 2022.
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After some tests of the community, we found that many instances of monsters on a map will cause a lot of memory usage.
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I want to show a nice powerful feature of the OpenMU Project - the Attribute System.
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I want to give a short status update on the OpenMU project.
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For a test of the new nuget packages of MUnique.OpenMU.Network.Packets I wrote a small demo client.
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Hey folks, in this post I want to recap what was accomplished in 2019 and what will come next in 2020.
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In my previous post I have presented my new idea of handling network packets using ref structs.
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As you may know, parsing and serializing network packets in .NET in a safe, performant and elegant way can be quite tricky.
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Recently, I was working on getting game client version 0.75 to work with OpenMU.
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react and redux are basically independent libraries.