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Uridium Wars:TRI Project (devnote)

Discussion on Uridium Wars:TRI Project (devnote) within the DarkOrbit forum part of the Browsergames category.

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Old 08/30/2014, 23:31   #46
 
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can you upldoad sume pics ?
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Old 08/31/2014, 06:26   #47
 
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Originally Posted by Omega245 View Post
can you upldoad sume pics ?
Alot of pics can be founded here, we are still working on "webpage" design. Currently in our dev version, them looks like this hehe (originally - animated):

But that only dev version. I guess moar elements will be added here soon.
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Old 08/31/2014, 07:21   #48
 
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Looks great, keep it up!
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Old 08/31/2014, 07:55   #49
 
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Cool :')

Woaw souds really good thanks again to respond to my questions ... , i will you really end your project , and you will make a game not called darkorbit this game , is Uridium Wars , not darkorbit ! . ( i think packet bots should revive in this server LOL)
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Old 08/31/2014, 08:31   #50
 
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Originally Posted by Zetadarus View Post
Woaw souds really good thanks again to respond to my questions ... , i will you really end your project , and you will make a game not called darkorbit this game , is Uridium Wars , not darkorbit ! . ( i think packet bots should revive in this server LOL)
Fenrisus got custom packets and also I think he is smart enough to make anti bot system
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Old 08/31/2014, 08:58   #51
 
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Having custom packets is not a Protection.
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Old 08/31/2014, 09:56   #52
 
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Fenrisus i sent you a pm
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Old 08/31/2014, 12:19   #53

 
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Originally Posted by omitma View Post
Having custom packets is not a Protection.
They can encrypt them as DarkOrbit did, this would be hard to do if they were using the DarkOrbit's main.swf.
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Old 08/31/2014, 13:34   #54
 
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New variant of the login screen

And another:

Randomly selected at each client loading =)
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Old 09/02/2014, 16:28   #55
 
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Talking

The project still goin' ? no news ?
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Old 09/02/2014, 21:52   #56

 
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Hey, I started working seriously with Unity today and I have some questions about the project



Can you add me on skype ? : player.elite
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Old 09/02/2014, 23:07   #57

 
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you know unity ?? if yes i have big project in unity more better realy
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Old 09/03/2014, 12:56   #58
 
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Originally Posted by player.elite View Post
Hey, I started working seriously with Unity today and I have some questions about the project
Your already in my skype sir! and always free to ask.

Personally, I strongly criticize Unity 3D as platform for serious game developments. Known fact is - "browser game without downloads!" a biggest lie, caused by game resources chache on your PC. If your look to in this cause - what the difference between stand alone and browser app? Generally they are identical. If present Unity3D as game engine - that is poor variant (imho), i prefer Unreal Engine or self-maded engines.
Here the some reasons why:
1) Software Security. Unity can be decompiled, sources - leaked and etc. C# and supported by Unity Engine lang's - can be easy reversed. Engines written on C99, C++ - lack of this. In C/C++ cause max what you can return - asm code. C# - full source code.
2) Low level propietary libs. You cant change a render (and other) capabilities of Unity3D, becouse they libs are propietary.

I guess - using Unity3D, in serious project - is a biggest mistake. Try to Unreal, Irrlicht, Ogre for example. In both causes - game resources (2++ Gb for example. Models, Musics and etc) stored on players PC. Client app is better alot, becouse, that is a fact - Unity 3D have a memory leaks on some browsers, irrational resource usage, and mid-to-low stability. Client app - lack of this problems if they are coded in a "right way". Remember one important thing. Plugins - never provide a native support for working with OS, Drivers and etc. Stand-alone client - do that. And for example WebGL - do that too.
Here the little scheme how them works really:


Browser (in example Firefoxy), initiate Plugin Container, and Client APP.
1)Client app send requests for plugin container, him serialize them and send to plugin instance(initiated by container).
3)Establish communication uplink.
4)Asks game data. "Compiled" Unity 3D plugins and scripts in binary compiled by WinAPI (Unity3D plugin, initiator the call).
6) Code Returns to plugin container, and become to client. Client sends some callbacks to plugin.
8) Plugin initiate call in plugin container for graphics. Container calls WinAPI--->Native low level libraries for provide graphics.
10-11(b) - Data returns to the Client (if shortly lol ). Client send some callback to plugin container and browser.
Start play! lol.

Well for some small games - i am agreed, usefull. But if you wanna using Unity3D with their brainfck paradigm in large project... someone, call the medics please for that person.

Essence of this post - if you have a possibility for create a serious game - do that with client. Dont try re-place them by Unity or Flash or WebGL. Plugins are good for small and simple games such as DO. Good choice for indie developer. Nothing moar. If you want a serious game with a great quality and perfomance - client based game is your choice!


Kind Regards.
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Old 09/07/2014, 15:08   #59
 
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Quote:
Originally Posted by Fenrisus View Post
Your already in my skype sir! and always free to ask.

Personally, I strongly criticize Unity 3D as platform for serious game developments. Known fact is - "browser game without downloads!" a biggest lie, caused by game resources chache on your PC. If your look to in this cause - what the difference between stand alone and browser app? Generally they are identical. If present Unity3D as game engine - that is poor variant (imho), i prefer Unreal Engine or self-maded engines.
Here the some reasons why:
1) Software Security. Unity can be decompiled, sources - leaked and etc. C# and supported by Unity Engine lang's - can be easy reversed. Engines written on C99, C++ - lack of this. In C/C++ cause max what you can return - asm code. C# - full source code.
2) Low level propietary libs. You cant change a render (and other) capabilities of Unity3D, becouse they libs are propietary.

I guess - using Unity3D, in serious project - is a biggest mistake. Try to Unreal, Irrlicht, Ogre for example. In both causes - game resources (2++ Gb for example. Models, Musics and etc) stored on players PC. Client app is better alot, becouse, that is a fact - Unity 3D have a memory leaks on some browsers, irrational resource usage, and mid-to-low stability. Client app - lack of this problems if they are coded in a "right way". Remember one important thing. Plugins - never provide a native support for working with OS, Drivers and etc. Stand-alone client - do that. And for example WebGL - do that too.
Here the little scheme how them works really:


Browser (in example Firefoxy), initiate Plugin Container, and Client APP.
1)Client app send requests for plugin container, him serialize them and send to plugin instance(initiated by container).
3)Establish communication uplink.
4)Asks game data. "Compiled" Unity 3D plugins and scripts in binary compiled by WinAPI (Unity3D plugin, initiator the call).
6) Code Returns to plugin container, and become to client. Client sends some callbacks to plugin.
8) Plugin initiate call in plugin container for graphics. Container calls WinAPI--->Native low level libraries for provide graphics.
10-11(b) - Data returns to the Client (if shortly lol ). Client send some callback to plugin container and browser.
Start play! lol.

Well for some small games - i am agreed, usefull. But if you wanna using Unity3D with their brainfck paradigm in large project... someone, call the medics please for that person.

Essence of this post - if you have a possibility for create a serious game - do that with client. Dont try re-place them by Unity or Flash or WebGL. Plugins are good for small and simple games such as DO. Good choice for indie developer. Nothing moar. If you want a serious game with a great quality and perfomance - client based game is your choice!


Kind Regards.
Thanks for all this info lol , you still working the project ? , some news ? screens etc?
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Old 09/07/2014, 18:39   #60
 
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Originally Posted by Zetadarus View Post
Thanks for all this info lol , you still working the project ? , some news ? screens etc?
Yeah, we working)) ooor... you are waiting something like that?

[TV-1][SUB]Fenrisus-kun: DDLegacy/Fenrisus-kun: Kaihatsu-sha. DarkOrbit regashi





Well, here the updated render. You can see, how it flying in HD:


We are working on that fast as we can, and spend alot of time for it
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