TGE used for an MMORPG and an existing server?
by Galun · in General Discussion · 06/19/2007 (2:46 pm) · 2 replies
Hi,
Is TGE the time safer if I want to do an MMORPG connected to an existing server?
I know this question sounds similar to the ones asked before but I may have missed the one I'm looking for.
Let me give you some background so you can understand what I'm looking for: I tried twice to create an MMORPG with a client and a dedicated server (not running on a client). The first project in 2002 was done in C and I had some problems calculating the line of sight with the engine I used and some other technical problems. The second approach was using Java for both client and server and the development time was much shorter but I lost a lot of time with the basics like a correct collision detection and LOD on the terrain and dynamic environment loading and texturing.
The server is still there and was even before I started the client because it is derived from another project and I can use it for free. It has all the basic control a game server has to do and can be adapted t what I have in mind.
That means what I need is an engine that saves me time developing all the client basics. The AI and everything that's needed to control the client and keep the clients sight in sync will be done in the server as this is the only instance controlling the whole virtual world. So I'm not looking for AI but for network code and lots of callbacks so that the server packets control the client and the input system issues command packets to the server. All the basics to make a character move and animate, show GUI elements like inventory and other simple dialogs should easily be done in the engine. Nice effects like particles, fog, weather effects and so on are appreciated of course and I have seen them in the walkthrough demo.
The client/server protocol is based on TCP packets encrypted where I could remove the encryption on the server if this gets too complicated in the client.
Contentwise the game should target the "real RP gamers" out there. I wrote a concept two years ago and I worked on the details with some friends while we tried to put that in code. Unfortunately the technical basics and obstacles took so much time that I couldn't continue and hope to get something done in the next years.
I have experience in C/C++ and some scripting languages (Perl, PHP, shell, awk) while I haven't used C++ for years. Currently my most favourite and familiar language is Java.
I subscribed to AC3D and created some items and buildings. Human models and pets look very ugly when I try but artificial things can be recognized.
Is TGE the time safer if I want to do an MMORPG connected to an existing server?
I know this question sounds similar to the ones asked before but I may have missed the one I'm looking for.
Let me give you some background so you can understand what I'm looking for: I tried twice to create an MMORPG with a client and a dedicated server (not running on a client). The first project in 2002 was done in C and I had some problems calculating the line of sight with the engine I used and some other technical problems. The second approach was using Java for both client and server and the development time was much shorter but I lost a lot of time with the basics like a correct collision detection and LOD on the terrain and dynamic environment loading and texturing.
The server is still there and was even before I started the client because it is derived from another project and I can use it for free. It has all the basic control a game server has to do and can be adapted t what I have in mind.
That means what I need is an engine that saves me time developing all the client basics. The AI and everything that's needed to control the client and keep the clients sight in sync will be done in the server as this is the only instance controlling the whole virtual world. So I'm not looking for AI but for network code and lots of callbacks so that the server packets control the client and the input system issues command packets to the server. All the basics to make a character move and animate, show GUI elements like inventory and other simple dialogs should easily be done in the engine. Nice effects like particles, fog, weather effects and so on are appreciated of course and I have seen them in the walkthrough demo.
The client/server protocol is based on TCP packets encrypted where I could remove the encryption on the server if this gets too complicated in the client.
Contentwise the game should target the "real RP gamers" out there. I wrote a concept two years ago and I worked on the details with some friends while we tried to put that in code. Unfortunately the technical basics and obstacles took so much time that I couldn't continue and hope to get something done in the next years.
I have experience in C/C++ and some scripting languages (Perl, PHP, shell, awk) while I haven't used C++ for years. Currently my most favourite and familiar language is Java.
I subscribed to AC3D and created some items and buildings. Human models and pets look very ugly when I try but artificial things can be recognized.
About the author
#2
With time safer I meant the benefits of TGE compared to engines like jME, OGRE or irrlicht where you have to actually program your client in C++ or Java including basic things like LOD, terrain handling and collision detection. From what I read it should be easier with TGE but it's hard to judge without testing and having a look at some example implementations.
06/20/2007 (9:15 am)
The server is already there with all basics like movement, NPC AI, inventory, game and player states etc. and of course has to be adapted to reflect the game logic as it was done for another client. The server is open source so I can change everything.With time safer I meant the benefits of TGE compared to engines like jME, OGRE or irrlicht where you have to actually program your client in C++ or Java including basic things like LOD, terrain handling and collision detection. From what I read it should be easier with TGE but it's hard to judge without testing and having a look at some example implementations.
Torque 3D Owner David Stocker