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[Question]silkroad emulator in the age of Ai..!

Discussion on [Question]silkroad emulator in the age of Ai..! within the SRO Coding Corner forum part of the Silkroad Online category.

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Old   #16
 
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Originally Posted by jaren View Post
Following. Wishing you good luck in your project! You should create a discord so we can follow along
Thank you for your support , also i might consider creating a discord channel but i didn't use it before so i have no knowledge in it 😅 but i would update the thread with thr links once its one right now I'm refining the emulator and i made a huge process by collecting almost 614 opcodes and packets that the emulator use also im seeing a lot of improvements in the systems

I need some expert opinion on this please since I'm kinda confused this is my project setup but i have a few problems choosing the right project setup and tools and framework

Ather-Emulator/
├── Ather-emulator.sln
├── src/
│ ├── Ather.Server/ ← Main host (Ather-emulator.exe entry point)
│ │ ├── Program.cs ← Main entry, starts all servers
│ │ ├── Ather-emulator.csproj ← .exe project
│ │ └── app.ini ← Main config might be changed to sql table one i think this will be better
│ │
│ ├── Ather.Core/ ← Shared foundation
│ │ ├── Security/
│ │ │ ├── Security.cs ← Handshake, encryption, security bytes
│ │ │ ├── Blowfish.cs ← Real Blowfish with correct S-boxes
│ │ │ ├── Packet.cs ← Packet read/write API
│ │ │ ├── PacketReader.cs
│ │ │ ├── PacketWriter.cs
│ │ │ ├── TransferBuffer.cs
│ │ │ └── Utility.cs
│ │ ├── Network/ ← TCP networking
│ │ │ ├── TcpServer.cs ← Async TCP listener
│ │ │ ├── Session.cs ← Per-connection session
│ │ │ └── PacketHandler.cs ← Base handler class
│ │ ├── Protocol/ ← Opcode definitions
│ │ │ ├── Opcodes.cs ← All 600+ opcodes
│ │ │ ├── PacketIds.cs ← Opcode constants
│ │ │ └── HandlerRegistry.cs ← Opcode → handler mapping
│ │ ├── ECS/ ← Entity Component System
│ │ │ ├── Components/ ← Position, Health, Combat, etc.
│ │ │ ├── Systems/ ← Movement, Combat, Spawn systems
│ │ │ └── World.cs ← Entity world manager
│ │ ├── Math/ ← Vector3, Region, geometry
│ │ ├── Configuration/ ← INI config loader might be changed to sql table
│ │ ├── Logging/ ← Serilog setup need help should i use this method for logging or should i chamge it to reduce the load and prevent lagging and bugs
│ │ └── Extensions/ ← Helper extensions
│ │
│ ├── Ather.Database/ ← Database layer
│ │ ├── Entities/ ← EF Core entities (need an expert opinion on this should i use EF or another method
│ │ │ ├── Ather_Account/ ← TB_User, TB_UserLog, etc.
│ │ │ ├── Ather_Shard/ ← _Char, _Items, _Inventory, etc.
│ │ │ └── Ather_Log/ ← _LogEventChar, etc.
│ │ ├── Contexts/ ← DbContext classes
│ │ │ ├── AccountContext.cs
│ │ │ ├── ShardContext.cs
│ │ │ └── LogContext.cs
│ │ ├── Repositories/ ← Dapper repositories for hot paths
│ │ ├── Migrations/ ← EF Core migrations
│ │ └── StoredProcedures/ ← Wrap vSRO stored procedures
│ │
│ ├── Ather.Gateway/ ← Login server
│ │ ├── GatewayServer.cs ← TCP server on port 15779
│ │ ├── Handlers/
│ │ │ ├── PatchHandler.cs ←
│ │ │ ├── NoticeHandler.cs ←
│ │ │ ├── ShardListHandler.cs←
│ │ │ ├── LoginHandler.cs ←
│ │ │ └── PingHandler.cs ←
│ │ └── Packets/ ← Gateway packet structures
│ │
│ ├── Ather.Agent/ ← In-game auth + character server
│ │ ├── AgentServer.cs ← TCP server on port 15884
│ │ ├── Handlers/
│ │ │ ├── AuthHandler.cs
│ │ │ ├── CharacterListHandler.cs ←
│ │ │ ├── CharacterCreateHandler.cs ←
│ │ │ ├── CharacterDeleteHandler.cs
│ │ │ ├── EnterWorldHandler.cs ←
│ │ │ └── LogoutHandler.cs ←
│ │ └── Packets/
│ │
│ ├── Ather.Game/ ← Game world server
│ │ ├── GameServer.cs ← Game logic (runs in AgentServer process)
│ │ ├── World/ ← World management
│ │ │ ├── WorldManager.cs ← All zones, entities
│ │ │ ├── Zone.cs ← Single zone (region)
│ │ │ └── SectorGrid.cs ← vSRO region/sector system
│ │ ├── Systems/ ← ECS systems
│ │ │ ├── MovementSystem.cs ← movement
│ │ │ ├── SpawnSystem.cs ← entity spawn
│ │ │ ├── CombatSystem.cs ← combat
│ │ │ ├── InventorySystem.cs ← items
│ │ │ ├── SkillSystem.cs ← skills
│ │ │ ├── ChatSystem.cs ← chat
│ │ │ ├── NpcShopSystem.cs ← shops
│ │ │ ├── QuestSystem.cs ← quests
│ │ │ └── GuildSystem.cs ← guilds
│ │ ├── Handlers/ ← Game packet handlers
│ │ └── Data/ ← Game data loaders
│ │ ├── ItemDataLoader.cs ← Parse ItemData_*.txt
│ │ ├── CharacterDataLoader.cs ← Parse CharacterData_*.txt
│ │ ├── SkillDataLoader.cs ← Parse SkillData_*.txt
│ │ └── RefDataLoader.cs ← Parse reference data
│ │
│ ├── Ather.Certification/ ← Module certification server
│ │ ├── CertificationServer.cs ← TCP server
│ │ └── Handlers/
│ │ ├── IdentificationHandler.cs ←
│ │ └── CertRequestHandler.cs ←
│ │
│ ├── Ather.GlobalManager/ ← Internal coordination
│ │ └── GlobalManagerServer.cs
│ │
│ ├── Ather.DownloadServer/ ← Patch file server
│ │ └── DownloadServer.cs
│ │
│ ├── Ather.SMC/ ← Web admin panel
│ │ ├── Controllers/
│ │ │ ├── AccountController.cs ← Manage accounts
│ │ │ ├── PlayerController.cs ← View/manage players
│ │ │ ├── ServerController.cs ← Start/stop servers
│ │ │ └── StatsController.cs ← Live statistics
│ │ ├── Views/ ← Razor views
│ │ └── Ather.SMC.csproj
│ │
│ ├── Ather.Security/ ← Anti-cheat
│ │ ├── PacketValidator.cs ← Size/rate validation
│ │ ├── SpeedHackDetector.cs ← Movement validation
│ │ ├── CheatToolDetector.cs ← Known cheat signatures
│ │ └── IpLimiter.cs ← Connection limiting
│ │
│ └── Ather.GmCommands/ ← GM command system
│ ├── CommandProcessor.cs ← Parse /commands from chat
│ └── Commands/
│ ├── SpawnCommand.cs ← /spawn <mobId> <count>
│ ├── ItemCommand.cs ← /item <itemId> <qty>
│ ├── LevelCommand.cs ← /level <level>
│ ├── TeleportCommand.cs ← /teleport <x> <y> <z>
│ ├── BanCommand.cs ← /ban <player>
│ └── AnnounceCommand.cs ← /announce <message>

├── tests/
│ ├── Ather.Tests.Unit/ ← Unit tests
│ │ ├── Security/ ← Handshake, Blowfish tests
│ │ ├── Packets/ ← Packet format tests
│ │ └── Handlers/ ← Handler logic tests
│ │
│ └── Ather.Tests.Integration/ ← Integration tests
│ └── ClientlessBot/ ← Automated client that connects + plays

├── tools/
│ ├── PacketCapture/ ← Log all packets for analysis
│ ├── DatabaseImporter/ ← Import .bak files to SQLite/SQL Server
│ └── RefDataParser/ ← Parse .txt reference data

├── data/ ← Game data files
│ ├── SR_GameRefData/ ← From TestIn (103 .txt files)
│ ├── config/ ← INI config files
│ │ ├── server.ini ← Server topology
│ │ ├── common.ini ← Game settings (rates, caps)
│ │ ├── sql.ini ← Database connection
│ │ └── smc.ini ← Admin panel
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Old   #17
 
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Quote:
Originally Posted by alexander337 View Post
Thank you for your support , also i might consider creating a discord channel but i didn't use it before so i have no knowledge in it 😅 but i would update the thread with thr links once its one right now I'm refining the emulator and i made a huge process by collecting almost 614 opcodes and packets that the emulator use also im seeing a lot of improvements in the systems

I need some expert opinion on this please since I'm kinda confused this is my project setup but i have a few problems choosing the right project setup and tools and framework

Ather-Emulator/
├── Ather-emulator.sln
├── src/
│ ├── Ather.Server/ ← Main host (Ather-emulator.exe entry point)
│ │ ├── Program.cs ← Main entry, starts all servers
│ │ ├── Ather-emulator.csproj ← .exe project
│ │ └── app.ini ← Main config might be changed to sql table one i think this will be better
│ │
│ ├── Ather.Core/ ← Shared foundation
│ │ ├── Security/
│ │ │ ├── Security.cs ← Handshake, encryption, security bytes
│ │ │ ├── Blowfish.cs ← Real Blowfish with correct S-boxes
│ │ │ ├── Packet.cs ← Packet read/write API
│ │ │ ├── PacketReader.cs
│ │ │ ├── PacketWriter.cs
│ │ │ ├── TransferBuffer.cs
│ │ │ └── Utility.cs
│ │ ├── Network/ ← TCP networking
│ │ │ ├── TcpServer.cs ← Async TCP listener
│ │ │ ├── Session.cs ← Per-connection session
│ │ │ └── PacketHandler.cs ← Base handler class
│ │ ├── Protocol/ ← Opcode definitions
│ │ │ ├── Opcodes.cs ← All 600+ opcodes
│ │ │ ├── PacketIds.cs ← Opcode constants
│ │ │ └── HandlerRegistry.cs ← Opcode → handler mapping
│ │ ├── ECS/ ← Entity Component System
│ │ │ ├── Components/ ← Position, Health, Combat, etc.
│ │ │ ├── Systems/ ← Movement, Combat, Spawn systems
│ │ │ └── World.cs ← Entity world manager
│ │ ├── Math/ ← Vector3, Region, geometry
│ │ ├── Configuration/ ← INI config loader might be changed to sql table
│ │ ├── Logging/ ← Serilog setup need help should i use this method for logging or should i chamge it to reduce the load and prevent lagging and bugs
│ │ └── Extensions/ ← Helper extensions
│ │
│ ├── Ather.Database/ ← Database layer
│ │ ├── Entities/ ← EF Core entities (need an expert opinion on this should i use EF or another method
│ │ │ ├── Ather_Account/ ← TB_User, TB_UserLog, etc.
│ │ │ ├── Ather_Shard/ ← _Char, _Items, _Inventory, etc.
│ │ │ └── Ather_Log/ ← _LogEventChar, etc.
│ │ ├── Contexts/ ← DbContext classes
│ │ │ ├── AccountContext.cs
│ │ │ ├── ShardContext.cs
│ │ │ └── LogContext.cs
│ │ ├── Repositories/ ← Dapper repositories for hot paths
│ │ ├── Migrations/ ← EF Core migrations
│ │ └── StoredProcedures/ ← Wrap vSRO stored procedures
│ │
│ ├── Ather.Gateway/ ← Login server
│ │ ├── GatewayServer.cs ← TCP server on port 15779
│ │ ├── Handlers/
│ │ │ ├── PatchHandler.cs ←
│ │ │ ├── NoticeHandler.cs ←
│ │ │ ├── ShardListHandler.cs←
│ │ │ ├── LoginHandler.cs ←
│ │ │ └── PingHandler.cs ←
│ │ └── Packets/ ← Gateway packet structures
│ │
│ ├── Ather.Agent/ ← In-game auth + character server
│ │ ├── AgentServer.cs ← TCP server on port 15884
│ │ ├── Handlers/
│ │ │ ├── AuthHandler.cs
│ │ │ ├── CharacterListHandler.cs ←
│ │ │ ├── CharacterCreateHandler.cs ←
│ │ │ ├── CharacterDeleteHandler.cs
│ │ │ ├── EnterWorldHandler.cs ←
│ │ │ └── LogoutHandler.cs ←
│ │ └── Packets/
│ │
│ ├── Ather.Game/ ← Game world server
│ │ ├── GameServer.cs ← Game logic (runs in AgentServer process)
│ │ ├── World/ ← World management
│ │ │ ├── WorldManager.cs ← All zones, entities
│ │ │ ├── Zone.cs ← Single zone (region)
│ │ │ └── SectorGrid.cs ← vSRO region/sector system
│ │ ├── Systems/ ← ECS systems
│ │ │ ├── MovementSystem.cs ← movement
│ │ │ ├── SpawnSystem.cs ← entity spawn
│ │ │ ├── CombatSystem.cs ← combat
│ │ │ ├── InventorySystem.cs ← items
│ │ │ ├── SkillSystem.cs ← skills
│ │ │ ├── ChatSystem.cs ← chat
│ │ │ ├── NpcShopSystem.cs ← shops
│ │ │ ├── QuestSystem.cs ← quests
│ │ │ └── GuildSystem.cs ← guilds
│ │ ├── Handlers/ ← Game packet handlers
│ │ └── Data/ ← Game data loaders
│ │ ├── ItemDataLoader.cs ← Parse ItemData_*.txt
│ │ ├── CharacterDataLoader.cs ← Parse CharacterData_*.txt
│ │ ├── SkillDataLoader.cs ← Parse SkillData_*.txt
│ │ └── RefDataLoader.cs ← Parse reference data
│ │
│ ├── Ather.Certification/ ← Module certification server
│ │ ├── CertificationServer.cs ← TCP server
│ │ └── Handlers/
│ │ ├── IdentificationHandler.cs ←
│ │ └── CertRequestHandler.cs ←
│ │
│ ├── Ather.GlobalManager/ ← Internal coordination
│ │ └── GlobalManagerServer.cs
│ │
│ ├── Ather.DownloadServer/ ← Patch file server
│ │ └── DownloadServer.cs
│ │
│ ├── Ather.SMC/ ← Web admin panel
│ │ ├── Controllers/
│ │ │ ├── AccountController.cs ← Manage accounts
│ │ │ ├── PlayerController.cs ← View/manage players
│ │ │ ├── ServerController.cs ← Start/stop servers
│ │ │ └── StatsController.cs ← Live statistics
│ │ ├── Views/ ← Razor views
│ │ └── Ather.SMC.csproj
│ │
│ ├── Ather.Security/ ← Anti-cheat
│ │ ├── PacketValidator.cs ← Size/rate validation
│ │ ├── SpeedHackDetector.cs ← Movement validation
│ │ ├── CheatToolDetector.cs ← Known cheat signatures
│ │ └── IpLimiter.cs ← Connection limiting
│ │
│ └── Ather.GmCommands/ ← GM command system
│ ├── CommandProcessor.cs ← Parse /commands from chat
│ └── Commands/
│ ├── SpawnCommand.cs ← /spawn <mobId> <count>
│ ├── ItemCommand.cs ← /item <itemId> <qty>
│ ├── LevelCommand.cs ← /level <level>
│ ├── TeleportCommand.cs ← /teleport <x> <y> <z>
│ ├── BanCommand.cs ← /ban <player>
│ └── AnnounceCommand.cs ← /announce <message>

├── tests/
│ ├── Ather.Tests.Unit/ ← Unit tests
│ │ ├── Security/ ← Handshake, Blowfish tests
│ │ ├── Packets/ ← Packet format tests
│ │ └── Handlers/ ← Handler logic tests
│ │
│ └── Ather.Tests.Integration/ ← Integration tests
│ └── ClientlessBot/ ← Automated client that connects + plays

├── tools/
│ ├── PacketCapture/ ← Log all packets for analysis
│ ├── DatabaseImporter/ ← Import .bak files to SQLite/SQL Server
│ └── RefDataParser/ ← Parse .txt reference data

├── data/ ← Game data files
│ ├── SR_GameRefData/ ← From TestIn (103 .txt files)
│ ├── config/ ← INI config files
│ │ ├── server.ini ← Server topology
│ │ ├── common.ini ← Game settings (rates, caps)
│ │ ├── sql.ini ← Database connection
│ │ └── smc.ini ← Admin panel
overall, I think this is a very solid architecture for a modern Silkroad Online emulator. I'd rate it around **9/10**. The project is well organized, responsibilities are clearly separated, and it looks like it was designed with long-term maintenance in mind. However, I have a few suggestions that could improve it even further.

### what I like

* the separation between **Core**, **Database**, **Gateway**, **Agent**, **Game**, **Certification**, and other modules is clean and easy to maintain.
* Having a dedicated **Core** project for networking, security, packets, and protocol is a great design choice.
* Splitting game logic into systems like Movement, Combat, Inventory, Quest, and Guild will make the codebase much easier to work with as it grows.
* Including **Unit Tests**, **Integration Tests**, and development tools from the beginning is a huge advantage.

### suggestions

**1. Separate the Game Server process**
i wouldn't run the GameServer inside the Agent process. I'd recommend making Gateway, Agent, Game, Certification, Download, and GlobalManager separate executables/processes, similar to the original Joymax architecture. This provides better fault isolation and makes debugging much easier.

**2. Database access**
i probably wouldn't use EF Core for performance-critical game logic. For an MMO server handling thousands of packet requests, Dapper or even raw ADO.NET is generally a better choice for hot paths. EF Core is still perfectly fine for admin tools, SMC, or less performance-sensitive features.

**3. Logging**
serilog is a good choice, but I wouldn't log every packet at Information level. I'd use different log levels (Debug, Information, Warning, Error, Fatal), and make packet logging optional or Debug-only to avoid unnecessary disk I/O and performance overhead.

**4. configuration**
i wouldn't move everything into SQL. Critical settings such as database connections, server ports, and startup configuration should remain in configuration files (INI or appsettings.json). Runtime settings like rates, notices, or events can be stored in the database if you want to change them without restarting the server.

**5. ECS**
this is probably the part I'd reconsider the most. ECS is powerful, but silkroad wasn't originally designed around an ECS architecture. If your goal is to create a highly accurate emulator, traditional object-oriented classes (Character, Monster, NPC, Pet, Item, etc.) may result in a simpler and more faithful implementation.

**6. Plugin support**
i'd also consider adding a plugin system so features like Discord integration, custom commands, events, or filters can be added without modifying the core server.

**7. Scheduling**
a dedicated scheduler for Fortress War, CTF, Battle Arena, unique spawns, and timed events would also be a great addition.

overall, I think this is an excellent foundation. With a few architectural refinements—especially around process separation, database access, and configuration—it could become a very scalable and maintainable emulator project.
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Quote:
Originally Posted by alexander337 View Post
so anyway i wanted the professional's of the game and the the coders in here to tell me if this is a project worth working on and if you guys interested in joining
Serious though, what makes you feel special about making such project? I mean, if you can do it using AI/Claude, anyone can do it right?
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Quote:
Originally Posted by romio100 View Post
overall, I think this is a very solid architecture for a modern Silkroad Online emulator. I'd rate it around **9/10**. The project is well organized, responsibilities are clearly separated, and it looks like it was designed with long-term maintenance in mind. However, I have a few suggestions that could improve it even further.

### what I like

* the separation between **Core**, **Database**, **Gateway**, **Agent**, **Game**, **Certification**, and other modules is clean and easy to maintain.
* Having a dedicated **Core** project for networking, security, packets, and protocol is a great design choice.
* Splitting game logic into systems like Movement, Combat, Inventory, Quest, and Guild will make the codebase much easier to work with as it grows.
* Including **Unit Tests**, **Integration Tests**, and development tools from the beginning is a huge advantage.
First of all thank so much for your helpful suggestions and support secondly i made some changes you might like here's a narrative of what changed so far

Quote:
Originally Posted by romio100 View Post
### suggestions

**1. Separate the Game Server process**
i wouldn't run the GameServer inside the Agent process. I'd recommend making Gateway, Agent, Game, Certification, Download, and GlobalManager separate executables/processes, similar to the original Joymax architecture. This provides better fault isolation and makes debugging much easier.
Well this will be done i already planned that but this is the prototype for beta testing making sure everything runs perfectly well they already are seprated inside but for now they will all be logged inro 1 app as you see Ather-emulator.exe this will be the only executable file for beta testing later on I'm planning on having seprate .exe files just like vsro

Quote:
Originally Posted by romio100 View Post
**2. Database access**
i probably wouldn't use EF Core for performance-critical game logic. For an MMO server handling thousands of packet requests, Dapper or even raw ADO.NET is generally a better choice for hot paths. EF Core is still perfectly fine for admin tools, SMC, or less performance-sensitive features.
Well thank you so much for that I'm using ef core because its the best i could find with a huge community and updates also its not only ef core its hybrid between dapper and ef core i moght consider even adding ADO.NET in the mix in the feature I'm just waiting to test the game and the emulator and to make the choice but i asked for help since experience will be greater then just me reading a few posts or articles about it

Quote:
Originally Posted by romio100 View Post
**3. Logging**
serilog is a good choice, but I wouldn't log every packet at Information level. I'd use different log levels (Debug, Information, Warning, Error, Fatal), and make packet logging optional or Debug-only to avoid unnecessary disk I/O and performance overhead.
I appreciate that advice i also have the same but with a little twist I've adding a program called logger this on is the logging app in the emulator it logs everything from packets to server behavior in an easy to read logs seprated by time for example it collect the logs every 1 hour parse them categories them then save them in the appropriate folder but for now I'm using serilog to see how the systems and the emulator i created is working and what need refining or replace.


Quote:
Originally Posted by romio100 View Post
**4. configuration**
i wouldn't move everything into SQL. Critical settings such as database connections, server ports, and startup configuration should remain in configuration files (INI or appsettings.json). Runtime settings like rates, notices, or events can be stored in the database if you want to change them without restarting the server.
Already thought in that and done it sql.ini and as for the ports and startup configuration done that as well since the emulator need to know which ports to bind at startup

As for the runtime that's will remain in the database as they are also i mad a few modification to the database which i will post later on you can check it out

Quote:
Originally Posted by romio100 View Post
**5. ECS**
this is probably the part I'd reconsider the most. ECS is powerful, but silkroad wasn't originally designed around an ECS architecture. If your goal is to create a highly accurate emulator, traditional object-oriented classes (Character, Monster, NPC, Pet, Item, etc.) may result in a simpler and more faithful implementation.
Well i know thst but oop is too basic and believe me trying to use that wuth a modern emulator like what I'm building you will end up with Missy code that need but a small push and it will crumble for example a pet need combat ai from monsters , if it have inventory try to add item management like a player and drop an item in there and you will endup with the emulator mistakes the item in which solt and which inventory since the pet inventory and the players are connected etc also im using ecs because I'm breaking the old limit of vsro about 50k spawned entities mobs npcs players pets etc now i hace 100k entities spawned without the dispawen querys of the old oop and they only takes 64mb of ram to keep them tried to scale it up to 500k it didn't even use 1gb or ram that's why I'm using it also don't forget about the ticks also i already built it I'm nearing the ctf and ftw testing point soon i will upload videos soon
Quote:
Originally Posted by romio100 View Post
**6. Plugin support**
i'd also consider adding a plugin system so features like Discord integration, custom commands, events, or filters can be added without modifying the core server.
Done that in ather.auto this one will control scheduling and auto events, ftw ctf , and all those features that other people created for vsro as for discord integration and client modification I'm working in implementing them on server level so no seprate programs or filters just run the emulator and they are there

Quote:
Originally Posted by romio100 View Post
**7. Scheduling**
a dedicated scheduler for Fortress War, CTF, Battle Arena, unique spawns, and timed events would also be a great addition.
done that

Quote:
Originally Posted by romio100 View Post
overall, I think this is an excellent foundation. With a few architectural refinements—especially around process separation, database access, and configuration—it could become a very scalable and maintainable emulator project.
Thank you again for your help

Quote:
Originally Posted by JellyBitz View Post
Serious though, what makes you feel special about making such project? I mean, if you can do it using AI/Claude, anyone can do it right?
Well first I'm not vibe coding I'm making the ai help in the heavy lift only or fixing the logic if I'm stuck at something

Also i would like to see someone burning 1m tokens daily to try to build something like this I've used 180m tokens in the past 6 months only so the ai can learn and under and analyze Silkroad patterns to help me i posted a thread asking for source codes a few hours ago for this propose i wanted to learn mpre to refine it and not depend on the ai that much

Also thank you for your reply also rhabk you for your effort and threads and tools they really helped me greatly so fr

Some people are sending me private messages and i can't reply to them the website says i need to complete the human verification but i don't even see it so send me your discord
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a few months ago i started such a project too around 14 years ago i published with lastthief a expansion for sea shadow emulator SSE - my old nickname was shir799
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Any pic or video of it working? interested to see current state.
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im also working on something
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Suche den beste Silkroad Emulator / searching for the best silkroad emulator
06/29/2013 - SRO Private Server - 7 Replies
Ich suche den beste Silkroad Emulator ... wenn mir einen helfen kann bitte schreiben i'm searching for the best silkroad emulator ?! up !!! pls guys / kommt schon ! waiting......



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