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RapidToolkit (RTK) : Game Server Creator

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#1 stevenp129

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Posted 10 October 2012 - 06:18 PM

RapidToolkit (RTK) : Game Server Creator

Hey there! I am doing some marketing for my business named RapidWebs and resorting to a last niche marketing tactic such as this to determine what the chances are of anybody taking any interest in a product such as ours.

What is it?

The rtk is basically a service or daemon, designed using some of today's most current technologies, which provides a subset API for developers to simplify, streamline, rapidly prototype and deploy server technology for their applications and video games.

What makes it different is that, it is designed using cross-platform technologies like Qt, POSIX, Java, JNI (from oracle), and many more, so that it will run on windows, linux, and mac.

it is developed using well known industry standard technology so that you can rest assured that you will not have some flimsy software as the back end (for example) for your new booming mmorpg that you have just released..

but most importantly, the service provides a module which is an extensible, asynchronous, TCP/UDP stack, which is exposed to a plugin architecture that can be interfaced via an api designed for C++, Java, and especially a (compiled at runtime using JIT) scripting engine based on ECMAScript, therefore, it also follows the JavaScript standards.

​What does this mean for the average programmer?

This means the programmer does not​ have to worry about the networking code on the server end, but rather can immediately begin developing logic on top of the service.

users can prototype server logic using a real javascript engine, which provides a loosely typed interface and object inheritance that is compiled using a JIT compiler at runtime (with recompilation on the fly planned). another bonus, is that this engine can directly access the async. server module as if it was native code. it is infact quite possibly more powerful than native plugins!

however, both C++ and Java modules provides their upsides as well!

Native Plugins and bindings

A programmer can build libraries to directly access the services server module using C++ OR Java. this allows for just about any library in both the C++ and Java worlds to be incorporated into a project, creating a vast horizon for potential possibilities.

Programmers with knowledge of the binding system can ALSO expose their C++ plugins to the script engine as well. this means that you can introduce any c++ library, and then expose an api which you design to access it to the script engine. You can interface javascript's with regular C++ libraries on top of the rest of this servers features. good stuff!

existing plugins exist, most notably, a relational database server layer for something like plugin and scripted access to mysql and many more things!

Existing Plugins

but it doesn't stop here. Due to the plugin system and its compatibility with so many different platforms and programming languages, just about anything is possible.

to illustrate this, we are going to include some plugins with the initial release of the software.

some examples are already here, some are planned. some are in the process of being designed for the first initial release. here is a list of some ideas we have for some existing plugins:
  • Chron-Jobs "like" emulation
  • MySQL database layer for native and scripted access to database servers
  • Remote terminal "like" ssh or remote shell, but compatible with any platform
  • Integration with an existing wamp/lamp stack, to create html based statistics and logs
  • (planned) file system based database server based on XML
  • (planned) custom HTTP server layer, to prevent the need for a x*mp server stack. could be used for things like a portable integrated development environment for html + php, etc.
  • (planned) custom bindings for specific game engines for easy marshalling of custom data types, like for example, maybe a dynamic list of vectors. etc.

In Conclusion

as i stated in the first paragraph, i am doing some "marketing" as in, basically, we are working on some android video games, and a browser game, over at my business RapidWebs.

we are developing this server solution to prevent re-creating the wheel between projects. this way, we will have a one size fits all server solution for each of our video games and applications.

we love open source, and we love participating in communities. our team decided that if we asked a number of communities, and there was even a little bit of interest in such a project, that we would open an account on sourceforge or another open project system and release it for free to be used by anybody, anywhere.

if there is no interest, than we can focus our efforts elsewhere. simple.

this way, we can track down bugs we may not notice, can get suggestions from users, and pointers from the drifters and experts. something that would be great for our own proprietary software. but it would also be fun to give something back to the community.

anyways, if there is any interest, simply PM me, reply to this thread, or email us at devteam@rapidwebs.org

and dont be afraid to see our companies website!
http://rapidwebs.org

Sincerely,
Steven Page,
Owner, CEO, Lead Programmer & Designer @ the RapidWebs Organization

Thanks! :)

#2 stevenp129

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Posted 12 October 2012 - 08:50 PM

Official Website

After getting a little bit of feed back from some different websites and communities, we figured we would still go some bit further with our market research on the product before we fully decide to commission its design. However, with the little bit of feed back we have gotten, RapidWebs has decided that we will setup the ground work at least for the project to allow some insight into its development before we have decided if it will begin.

So far things are looking good, there has been a bit of interest, and we believe that the project will be intuitive and will be a great tool for application, software, and video game developers everywhere!

Part of the ground work includes a subversion repository for version tracking as well as everything that is needed to professionally manage software development and retain stable software across version increments in a team based work environment.

The repository allows guest access aswell so apart from the great team based work environment which should accelerate development of the project, users can always have the latest version by obtaining nightly builds from the official website. This also allows the possibility for beta testing, creating patches, maintaining legacy versions and code, but most importantly the infrastructure to easily deploy new versions as well as "forks" and separate branches of the software is already in place.

Also, we have officially launched the RapidToolKit Official Website

the RapidToolkit official website is a great place to pick up information regarding the latest version of the RapidToolkit, as well as a place to learn more about the software, a place to follow its development, a place to contribute your skills, to communicate with other developers, or most importantly a place to download the latest Installer, Package, or Source.

RapidToolkit is Open-Source, but its licence is currently undecided, as it is proprietary software used in the development for some video games which are being designed by the RapidWebs Organization for the PC and for the Android and iOS Operating Systems.

However, the software is provided in two different forms. One version is the free version, which is identical to the paid version, but you may not use it in software, without a licence, which the company or owner makes a net profit from the software which uses any version of the RapidToolkit which is greater than or equal to $10, 000 CAD or equivalent dollars annually. Also, the owner may Not alter any source code without a licence as well. One Licence for the RapidToolkit is $99 CAD.

The licence suggests two things. If you make more than 10,000$ a year using the RTK, or want to edit the source code,
you have to a copy of the licence. The licence is valid indefinitely and entitles the owner to updates of the software as long as it exists. there are a few more things such as leaving some comments in the source code, or other very basic non intrusive things.

However, using the free version, you can create and manage logic using both native and scripted plugins, so in all honesty you
really do not need to change any source code of the actual binaries in the service or any libraries includes, as it is all customizable via its own implements. Some reasons to change the source would be to micro-manage the networking code for
said module, as well as playing with the plugin interface, or including different libraries into the core .

In conclusion

The website can be found at http://RTK.RapidWebs.org (website currently under development).

It is currently under development but will be finished over the next day or two.

We hope you enjoy everything provided by the company, and we hope there is some interest for our product in the market. Thank you for visiting the site if you do, and if you reply to this post with some information regarding your opinion or with
a suggestion or a simple question, we appreciate it, and we will be back to it as soon as possible. Thank you!





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