C# Optimized pathfinding After some tests of the community, we found that many instances of monsters on a map will cause a lot of memory usage. As I found out, the root of the cause was
OpenMU The power of the Attribute System I want to show a nice powerful feature of the OpenMU Project - the Attribute System.
C# Demo Console Client for MU Online For a test of the new nuget packages of MUnique.OpenMU.Network.Packets I wrote a small demo client. You can find the source code here: https://github.com/sven-n/MuConsoleTestClientIt encapsulates most
OpenMU Recap of 2019 In this post I want to recap what was accomplished in 2019 and what will come next in 2020.
C# Generating message structs by data In this post I want to explain how I'm planning to generate ref structs in OpenMU and how this fits into the big picture.
C# Handling packet structures in .NET - a new way? Parsing and serializing network packets in .NET in a safe, performant and elegant way can be quite tricky. C# ref structs might be the answer.
MU Online SimpleModulus revisited Recently, I was working on getting game client version 0.75 to work with OpenMU. One big obstacle was the SimpleModulus encryption which was somehow different in the earlier versions of MU Online.
OpenMU Migrated AdminPanel to Redux and TypeScript I finally finished the migration of the AdminPanel from JS/JSX to TS/TSX and fluxxor to Redux. I want to show you a short summary of pitfalls which I encountered and how
MU Online On item duplication exploits and how to prevent them Hello, first of all, if you're Webzen or a private MU Online server owner or developer, don't take this post as a threat. These item duplication examples which I will describe are known
MU Online About game server architecture patterns Hey there, I found a really nice blog about game server architectures: https://gameserverarchitecture.com If I would categorize the original MU Online game server into one of the mentioned architecture patterns, it's
Release MUnique OpenMU Network Analyzer Hey people, today I release a little tool to analyze network traffic between server and client which use the mu protocol. The cool thing is, the packet structures are defined in xml files,
OpenMU A closer look at the MU Online packet encryption in the past days I wondered why some parts of the encryption and decryption keys for the network packet encryption (aka SimpleModulus) are actually the same. So I tried to dig a bit
OpenMU ChatServer v.0.1.4 Today I decided to add a new release for the ChatServer (ExDbConnector). With the feedback of a RaGEZONE user we managed to get it actually working with a real season 6 game server
OpenMU Naming of the OpenMU Project There are only two hard things in Computer Science: cache invalidation and naming things. -- Phil Karlton Some of you might have noticed, that there is a private MU Online Server "OpenMu&
Release Chat Server v0.1.0-alpha Today I release a spin-off project of OpenMU. It uses the ChatServer and it's dependencies of OpenMU, but additionally I wrote an adapter to connect it to a non-OpenMU ExDB-Server. So you can
C# it compiles... ship it! :) Yesterday, I finally managed to get the Travis CI build running. This was a bit tricky, because Travis CI runs on Linux with xbuild (not msbuild) and uses the mono compiler. Because of
Release There it is :) I finally decided to push my project to GitHub. You can find it here: https://github.com/MUnique/OpenMUAbout the current state:It's not complete, and probably there are many bugs left. I
OpenMU A little status update Hey, I guess you wondered why it takes so long until I put my stuff on GitHub. I hope you understand, that I don't want to put some broken stuff online - I
MU Online Coming soon I'm preparing of going open source with my little game project, which I want to publish under the MIT license. It's a game server implementation (some people would call it an emulator) of