Basic support for MMO networking and seamless worlds?
Posted: 2009-06-02, 09:51
Hi, i just found the pages of Ca3D and from my point of view the engine looks really good.
But I have some question (as noted above in the topic). I'm starting a MMO project, SciFi/Cyberpunk settings...something like Bladerunner, Jagged Alliance, Deus Ex...some sort of that, and currently we are working on the concept and project plans.
In that stage of "development" we are looking for engine, that fits our needs, and thats why i'm writing here.
As far as i can see, the current game framework is for single server/client projects (i didnt downloaded, just read the feature list and watch the vid). When creating a MMO we wont need client prediction or pings < 20. The game mechanics will be common MMO like: Select your target, and activate "Automatic Fire". Then the system itself attacks the enemy each x seconds (depending on the weapons refire rate)
With this approach we are dealing to handle 1000-1500 players each zone server in the final releases.
Next point is another important: Seamless worlds...Like said in the last block we will use Zone Servers for handling players and communication. Each Zone will be a different part of the whole world, but they will be connected to each other without portals between (like Morrowind, Oblivion, Gothic series...or World of Warcraft from the MMO games).
Are seamless world supported by the framework or do we have to modify the engine to fit our needs?
In addition: day/night cycle is included into the framework too?
At the moment we plan to realise our project with the upcoming Nebula Device 3, but Ca3D looks really good and the forum support looks better too.
Greetings
Sebastian
But I have some question (as noted above in the topic). I'm starting a MMO project, SciFi/Cyberpunk settings...something like Bladerunner, Jagged Alliance, Deus Ex...some sort of that, and currently we are working on the concept and project plans.
In that stage of "development" we are looking for engine, that fits our needs, and thats why i'm writing here.
As far as i can see, the current game framework is for single server/client projects (i didnt downloaded, just read the feature list and watch the vid). When creating a MMO we wont need client prediction or pings < 20. The game mechanics will be common MMO like: Select your target, and activate "Automatic Fire". Then the system itself attacks the enemy each x seconds (depending on the weapons refire rate)
With this approach we are dealing to handle 1000-1500 players each zone server in the final releases.
Next point is another important: Seamless worlds...Like said in the last block we will use Zone Servers for handling players and communication. Each Zone will be a different part of the whole world, but they will be connected to each other without portals between (like Morrowind, Oblivion, Gothic series...or World of Warcraft from the MMO games).
Are seamless world supported by the framework or do we have to modify the engine to fit our needs?
In addition: day/night cycle is included into the framework too?
At the moment we plan to realise our project with the upcoming Nebula Device 3, but Ca3D looks really good and the forum support looks better too.
Greetings
Sebastian