NFrame
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A fast, scalable, distributed game server framework for C++, include actor library, network library,can be used as a real time multiplayer game engine ( MMO RPG ) .
NoahGameFrame
Copyright © http://www.noahframe.com
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What is it?
NF is a lightweight, fast, scalable, distributed plugin framework.Greatly inspired by OGRE and Bigworld.
Features
- Easy to use interface oriented design minimise the effort
- Extensible plugin framework makes getting your application running is quick and simple
- Clean, uncluttered design, stable engine used in several commercial products
- Using the actor model has very high performance(by Theron)
- Based on the event-driven and attribute-driver can make business more clearly and easy to maintenance
- Based on the standard c + + development, cross-platform support
- With existing c++, c# game client for rapid development
- Cross-platform
FAQ
Introduction
Architecture
App Architecture:
Server Architecture
Event Driver:
Get the Sources:
git clone https://github.com/ketoo/NoahGameFrame.git
or
svn checkout https://github.com/ketoo/NoahGameFrame
Dependencies
Supported Compilers
- MSVC >= VS2013 (Tested in Win7/10)
Build and Install
Windows[MSVC >= 2013]
- Git pull all source
- Run install.bat
- Open the solution: NoahFrame.sln
- Build the solution
- Run _Out/Server/NFDataCfg/Tool/FileProcess.exe to generate configuration files
- Run the binary file by _Out/Server/Debug/Run.bat
JAVA Project
WebSite: https://github.com/NFGameTeam/NFrame-java
C# Project
WebSite: https://github.com/ketoo/NFrame
Documents & Tutorial
License
The NFrame project is currently available under the Apache License.
Tutorial:
01-Hello world, add a module
// -------------------------------------------------------------------------
// @FileName : HelloWorld1.h
// @Author : ketoo
// @Date : 2014-05-01 08:51
// @Module : HelloWorld1
//
// -------------------------------------------------------------------------
#ifndef _NFC_HELLO_WORLD1_H_
#define _NFC_HELLO_WORLD1_H_
#include "NFComm/NFPluginModule/NFIPluginManager.h"
class HelloWorld1
: public NFILogicModule
{
public:
HelloWorld1(NFIPluginManager* p)
{
pPluginManager = p;
}
virtual bool Init();
virtual bool AfterInit();
virtual bool Execute(const float fLasFrametime, const float fStartedTime);
virtual bool BeforeShut();
virtual bool Shut();
protected:
};
#endif
#include "HelloWorld1.h"
bool HelloWorld1::Init()
{
// Use this for initialization
std::cout << "Hello, world1, Init" << std::endl;
return true;
}
bool HelloWorld1::AfterInit()
{
// AfterInit is called after Init
std::cout << "Hello, world1, AfterInit" << std::endl;
return true;
}
bool HelloWorld1::Execute( const float fLasFrametime, const float fStartedTime )
{
// Execute is called once per frame
//std::cout << "Hello, world1, Execute" << std::endl;
return true;
}
bool HelloWorld1::BeforeShut()
{
//before final
std::cout << "Hello, world1, BeforeShut" << std::endl;
return true;
}
bool HelloWorld1::Shut()
{
//final
std::cout << "Hello, world1, Shut" << std::endl;
return true;
}
02-Hello world, test data driver
- how to use the world's most advanced data engine
03-Hello world, test heartbeat and event system
- how to use the synchronous events
04-Hello actor, test actor model(async event system)
- how to use the asynchronous events
- use multiple cpus to get high performance