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.5 and MMO Development

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matro
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Joined: 2008-11-09

Hello, I have been watching this Project Wonderland for some time and for now I am working with another Dev kit to build a small mmo. I like that PW supports Blender and other opensource software.

My question is will .5 be able to handle a mmo game design game? I will list a few things of interest.

1. Caves or holes in terrain meshes.
2. Scripting
3. Ability for players to drop and move items.
4. Instance
5. Space

Please forgive me if terminology is wrong as I am mostly an artist and designer but out of necessity I am learning to program.

Matro

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paulby
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Joined: 2003-06-13

HI Matro,

The answer is, it depends ;-) As a framework for developing virtual worlds the Wonderland system can be viewed as a fairly comprehensive software stack. Your design goals/feature set of your MMO will dictate how much of the Wonderland stack you can use directly and how much you would need to tweak/replace. Here are answers to your specific questions;

1) The system places no restriction on the type of geometry being rendered (we leave it to the developer to choose their target hardware and therefore the visual quality they want to support). The world is a full 3D volume with support (actually no distinction currently) between indoor (caves) or outdoor areas.

2) One of the goals of Wonderland 0.5 is scripting support, morrisford is working on the scripting subsystem and you'll find a number of discussions in the forum around his plans.

3) The framework allows users to interact with objects in the world. For an MMO you may need to extend the avatar system so the user correctly carries items such as swords (they tend to require changes to run animations etc). But this will obviously depend on the style of MMO...

4) Instance, do you mean geometry instancing ? 0.5 supports instancing in the collada loader.

5) Space, the wonderland environment is an empty cube in the range of Float in all 3 dimensions. The base unit is meter, so you shouldn't run out of space anytime soon :-)

If you can share more details about your MMO plans we can discuss how it might fit with the 0.5 design.

Rgds

Paul

matro
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Joined: 2008-11-09

Hi Paulby,

Thanks for your reply, I went and looked at the JME site to get to get an idea of what the engine offers and many of my questions got answered as to what the engine can do.

On the question of instancing I mean running an Instance of a zone or area that a player would launch and enter either alone or in a group. I think you call it a cell. And on space many engines have a size of a world it can render but what I meant was outer space some functionality for gravity or lack of. Anyway the engine I am working with now does not support outer space yet.

As for my plans I guess the closest thing would be a small scale Star Wars Galaxies kind of game without trying to explain it.

paulby
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Joined: 2003-06-13

Hi Matro,

Instancing with Wonderland can be done by launching a new wonderland server process (possibly on another machine) and having users log into that new server. The client can actually
be logged onto multiple servers at the same time, at least in terms of infrastructure. How this is presented in UI is unclear in all cases.

In terms of (Outer)Space, developers have complete control over the physics system used in the system. This can either be specified at the server level, or even at the individual Cell level.

Rgds

Paul