https://github.com/ketoo/NoahGameFrame/wiki
NoahGameFrame (NF) is a lightweight, fast, scalable, distributed plugin framework. NF is greatly inspired by OGRE and Bigworld.
- Easy-to-use, interface-oriented design
- An extensible plugin framework that makes getting your application running quick and easy
- A clean, uncluttered design and stable engine that has been used in several commercial products
- A high performance actor model (by a safe thread pool)
- Event and attribute-driven, making it clear and easy to maintain your business
- Based on standard C++ development, ensuring cross-platform support
- An existing C++ and C# game client for rapid development
- Cross-platform support
https://github.com/ketoo/NoahGameFrame/wiki
git clone https://github.com/ketoo/NoahGameFrame.git
or
svn checkout https://github.com/ketoo/NoahGameFrame
- libevent
- easylogging++
- google protobuf
- hiredis
- ajson
- concurrentqueue
- RapidXML
- LuaIntf
- navigation
- lua
https://github.com/ketoo/NoahGameFrame/wiki
- sudo apt-get install g++
- sudo apt-get install cmake
- sudo apt-get install automake
- sudo apt-get install zip unzip
- GCC >= 7 (Tested on Ubuntu 16.04)
- MSVC >= VS2019 (Tested on Win10)
- Git pull all source
- Run the script file named build_dep.bat where located /Dependencies (墙内上网的同学请点击:墙内下载依赖库.bat)
- Build the solution(if u build failed, please build again(not rebuild all))
- Run the binary file by _Out/rund.bat
- Git pull all source
- Run install4cmake.sh to build NF (or run cd /Dependencies ./build_dep.sh then run buildServer.sh)
- Run the binary file by _Out/rund.sh
https://github.com/ketoo/NoahGameFrame/wiki/How-to-run-the-Helloworld
https://github.com/ketoo/NoahGameFrame/wiki/How-to-debug-with-unity3d
WebSite: https://github.com/ketoo/NFUnitySDK
https://github.com/ketoo/NoahGameFrame/wiki
The NFrame project is currently available under the Apache License.
// -------------------------------------------------------------------------
// @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 NFIModule
{
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;
}
- how to use the world's most advanced data engine
- how to use the synchronous events
- how to use the asynchronous events
- use multiple cpus to get high performance
Create a Lua Script File, and Must Contain following functions
-
awake()
-
init()
-
ready_execute()
-
after_init()
-
before_shut()
-
shut()
Mostly like this
test_module = {}
register_module(test_module,"test_module");
function test_module.awake()
end
function test_module.init()
end
function test_module.after_init()
end
function test_module.ready_execute()
end
function test_module.before_shut()
end
function test_module.shut()
end
##Step 2 Add your LuaScriptModule Infomation into script_list.lua
ScriptList={
{tbl=nil, tblName="TestModule"},
{tbl=nil, tblName="TestModule2"},
}
load_script_file(ScriptList)
##Hot fix Add your lua script file name on here script_reload.lua
New Feature in future: Blue Print System
Demo:
breeze
- Auther: zsummer
- Github: https://github.com/zsummer/breeze
- Description:A fast, scalable, distributed game server framework for C++
gce
- Auther: nousxiong
- GitHub: https://github.com/nousxiong/gce
- Description: The Game Communication Environment (GCE) is an actor model framework for online game development.
moon
- Auther: bruce
- GitHub: https://github.com/sniper00/moon.git
- Description: A cross-platform,lightweight,scalable game server framework written in C++, and suport Lua Script.