|Project Name||Stars||Downloads||Repos Using This||Packages Using This||Most Recent Commit||Total Releases||Latest Release||Open Issues||License||Language|
|Et||7,578||2 days ago||57||mit||C#|
|Unity3D Client And C# Server Framework|
|Kbengine||5,064||9 months ago||165||other||C|
|A MMOG engine of server.|
|Azerothcore Wotlk||4,476||3 hours ago||1,771||agpl-3.0||C++|
|Complete Open Source and Modular solution for MMO|
|A fast,scalable,distributed game server framework for Node.js, Powered by TypeScript. 一个TypeScript写的node.js分布式游戏/应用服务器框架（原型基于pomelo）。|
|Forgottenserver||1,404||6 days ago||286||gpl-2.0||C++|
|A free and open-source MMORPG server emulator written in C++|
|Gonet||1,356||18 days ago||9||mit||Go|
|Gameproject3||1,173||a month ago||1||C++|
|游戏服务器框架，网络层分别用SocketAPI、Boost Asio、Libuv三种方式实现， 框架内使用共享内存，无锁队列，对象池，内存池来提高服务器性能。还包含一个不断完善的Unity 3D客户端，客户端含大量完整资源，坐骑，宠物，伙伴，装备, 这些均己实现上阵和穿戴, 并可进入副本战斗，多人玩法也己实现, 持续开发中。|
|Game Server||1,090||4 months ago||29||mit||Java|
|Distributed Java game server, including cluster management server, gateway server, hall server, game logic server, background monitoring server and a running web version of fishing. State machine, behavior tree, A* pathfinding, navigation mesh and other AI tools|
|Hercules||836||6 days ago||408||gpl-3.0||C|
|Hercules is a collaborative software development project revolving around the creation of a robust massively multiplayer online role playing game (MMORPG) server package. Written in C, the program is very versatile and provides NPCs, warps and modifications. The project is jointly managed by a group of volunteers located around the world as well as a tremendous community providing QA and support. Hercules is a continuation of the original Athena project.|
|Servuo||564||a month ago||29||gpl-2.0||C#|
|An Ultima Online server emulator written in C# .NET|
This project aims to create an easy to use, extendable and customizable server for a MMORPG called "MU Online". The server supports multiple versions of the game, but the main focus is version of Season 6 Episode 3 using the ENG (english) protocol. However, parts of the software can also be suitable for the development of other games, even for other kind of games.
The code is a complete rewrite from scratch - it's not based on pre-existing projects, and it's also explicitly not based on decompiled server sources or their countless derivates.
There also exists a blog which may contain some valuable information about this development.
This project is currently under development without any release. You can try the current state by using the available docker image, also mentioned in the quick start guide.
This project is released under the MIT license (see LICENSE file).
The project is mainly written in C# and targets .NET 7.0.
The servers admin panel is hosted on an embedded ASP.NET Core webserver (Kestrel) and implemented as Blazor Server App.
The project supports distributed hosting based on Dapr. Alternatively, it can be hosted in one process as well.
We provide Docker images and docker-compose files for easy deployment. Please take a look at the deploy-folder of this project.
Contributions are welcome if they meet the following criteria:
Language is english.
Code should be StyleCop compliant - this project uses the StyleCop.Analyzers for VS2022 so you should see issues directly as warnings.
Coding style (naming, etc.) and quality should fit to the current state.
No code copied/converted from the well-known decompiled source of the original server.
If you want to contribute, please create a new issue for the feature or bug (if the issue doesn't exist yet) so we can see who is working on something and can discuss possible solutions. If it's a small thing, you can also just send a pull request without adding an issue.
Apart of that, contributions from non-developers are welcome as well. You can test the server, submit issues or suggestions, packet descriptions or documentations about the concepts and mechanics of the game itself. Please use markdown files/syntax for this purpose.
If you have questions about that, don't hesitate to ask in our discord channel or by submitting an issue.
If you want to contribute code, please do the following steps:
Please have a look at the quick start guide.
This project doesn't have the goal to copy the original MU Online server behavior to 100 %. This is not entirely possible, because the original server is written in another programming language and has a completely different architecture. With some points we make our life easier in this project, with other points we try to improve the gameplay.
The calculations of attribute values (like character damage decrement etc.) are done with 32 bit float numbers and without rounding off, like the original server does at some places. E.g. distributed stat points always have effect, while in the original server effects might get rounded down. For example, when 4 points of strength gives 1 base damage, the original server doesn't calculate a fraction of 1 damage for 3 points, while OpenMU calculates 0.75 damage. This damage has then an effect in further calculations.
The original server uses a five second countdown when a player wants to change his character or the sub-server. Maybe this was done for some performance reasons, as the original server would then save the character/account data. We think that's really annoying and see no real value in that, so we don't use a countdown.