/NoahGameFrame

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 ), which plan to support C#/Python/Lua script, and support Unity3d, Cocos2dx, FlashAir client access.

Primary LanguageC++Apache License 2.0Apache-2.0

NoahGameFrame

Copyright © http://www.noahframe.com

Join the chat at https://gitter.im/ketoo/NoahGameFrame

#####QQ Group:341159815

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

FAQ

Unity3D client

U3D Client

Architecture

App Architecture:

App Architecture

Server Architecture

Server Architecture

Get the Sources:

git clone https://github.com/ketoo/NoahGameFrame.git

or

svn checkout https://github.com/ketoo/NoahGameFrame

Dependencies

  • libevent 2.0.22
  • easylogging++ 9.80
  • mysql++ 3.2.2
  • google protobuf 2.5.0
  • pybind11 1.2
  • redis-cpp-client
  • Theron 6.00.01
  • curl 7.37.1

Supported Compilers

  • GCC >= 4.8 (Tested in Ubuntu 15.04)
  • MSVC >= VS2015 (Tested in Win7/10)

Build and Install

MSVC >= 2015

  1. Git pull all source
  2. Run install.bat
  3. Open the solution: NoahFrame.sln
  4. Build the solution
  5. Run GenerateConfigXML.bat to generate configuration files
  6. Run the binary file by _Out/Server/Debug/Run.bat

CodeBlocks >= 13.1(Only in linux)

  1. Git pull all source
  2. Run install.sh
  3. Open the solution with CodeBlocks: NF.workspace
  4. Check C++11 option in CodeBlocks compiler setting
  5. Build NF.workspace
  6. Run sh ./GenerateConfigXML.sh to generate configuration files
  7. Run the binary file by _Out/Server/Debug/rund.sh

CMake

  1. Git pull all source
  2. Install cmake[>= 2.8] please choose options for installing: Add CMake to the system PATH for all users and restart your computer
  3. Install VS2015 or gcc[>= 4.8]
  4. Run install.bat or install.sh to build NF
  5. Run the binary file by _Out/Server/Debug/run.bat or _Out/Server/Debug/rund_cmake.sh
  6. (Optional)For Release Version, after above, run BuildNF.VS2015.Release.X64.bat or BuildNF.CMake.Release.sh, then run the binary file by _Out/Server/Release/run.bat or _Out/Server/Release/run_cmake.sh

JAVA Project

WebSite: https://github.com/NFGameTeam/NFrame-java

C# Project

WebSite: https://github.com/ketoo/NFrame

Documents & Tutorial

English

Mandarin

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();

    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()
{
    // 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

About The Author


Amazing open source projects:

breeze

gce

  • Auther: nousxiong
  • GitHub: https://github.com/nousxiong/gce
  • Description: The Game Communication Environment (GCE) is an actor model framework for online game development.