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网页游戏的服务器端一般用什么语言写的?

Jun 06, 2016 pm 08:46 PM
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就是那种能实时看见别的玩家移动的网页游戏服务器端一般用什么语言写的?以后的趋势会换成什么语言或者什么技术吗?

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就是那种能实时看见别的玩家移动的网页游戏服务器端一般用什么语言写的?以后的趋势会换成什么语言或者什么技术吗?

我大nodejs 的模型来做 游戏后端是很合适的..

而且,也有大公司开源了这样的框架,例如,大名鼎鼎的网易

https://github.com/NetEase/pomelo

或者lua也不错, 云风(不会知道云风的吧?)大神开源的游戏后端

https://github.com/cloudwu/skynet

还有9miao 出品 python 后端,这个框架的一大优点就是例子,非常丰富..

http://firefly.9miao.com/

最后说一下,这种东西没有什么趋势(底层都是tcp/ip, udp),和什么技术,完全,看主程的能力....主程能把什么用好就用什么.

说到底,..最重要的还是人,而不是技术..你能力不行..用现在就牛逼的技术,也没用.例如erlang,也做不出什么牛逼的东西.

java、python、node、erlang用得较多.

go现在也有公司在用.

当然你要业务足够简单或者有很多钱拿来烧服务器的话, 用php也可以.

页游服务器端也有c#的吧?

http://www.kbengine.org/
什么是KBEngine?

一款开源的游戏服务端引擎,使用简单的约定协议就能够使客户端与服务端进行交互, 使用KBEngine插件能够快速与(Unity3D, OGRE, Cocos2d, HTML5, 等等)技术结合形成一个完整的客户端。

服务端底层框架使用c++编写,游戏逻辑层使用Python(支持热更新),开发者无需重复的实现一些游戏服务端通用的底层技术, 将精力真正集中到游戏开发层面上来,快速的打造各种网络游戏。

(经常被问到承载上限,kbengine底层架构被设计为多进程分布式动态负载均衡方案, 理论上只需要不断扩展硬件就能够不断增加承载上限,单台机器的承载上限取决于游戏逻辑本身的复杂度。)

网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?
网页游戏的服务器端一般用什么语言写的?

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