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The Attribute System, five years later
Five years after the attribute system post: the whole Season 6 skill set went through it, and the core barely changed. A look at what that took.
Добавил Sven 02.07.2026
Bots that play your server
Server-side bots which hunt, group up and log in and out over the day - no client, no packets. How they work, what they cost, and what a thousand of them found in the engine.
Добавил Sven 27.05.2026
The MU Online protocol, explained
A TCP socket, a stream of bytes, and nobody who wrote down what they mean. A tour of the MU Online wire format: framing, the three things called encryption, and what we changed.
Добавил Sven 25.07.2026
A .NET library inside the game client
The client's network code is C# now - a Native AOT library loaded into a 20-year-old C++ game's own process, with no runtime installed. Here's how it works, and why it needed .NET 9 to be possible.
Добавил Sven 23.08.2026
Why the server project needed a client
For ten years the client was the one part of the system we couldn't change. This is what that cost in bytes - and what opened up once one end was finally ours.
Добавил Sven 22.02.2026
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