Mmorpg Creation Engine

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ckob,

Their are a few features not stated on the website. Here are a few I'm would features I would like to see mentioned:

Modular World Hierarchy: Hierarchical Instantiation of modular world geometries minimizes the required download time for content updates, allowing players to enjoy extremely fast upgrades. By eliminating redundant data, our worlds can contain hundreds of millions of polygons, and still be stored in only a few hundred Kilobytes.

Progressive Detail Layering: PDL (a new variation on the classic object-replacement LOD system) allows for detailed outdoor worlds, but minimizes both engine workload and animator build time. The world may be made of hundreds of millions of polygons, but PDL insures only the ones you're looking at get drawn, insuring maximum frame rate.

Modular Portals: Modular Portals accomplish the same goals of minimizing engine and animator workload, but work with indoor worlds by incorporating visibility rules into the Modular World Hierarchy.

Animation: Smooth-skinned character animation system with many advanced features: swappable parts, LOD, compression, integrated particle FX, etc.

Particle System: Particle system capable of producing explosions, fire, smoke, as well as complex multi-part effects for intense combat graphics.

Bump Mapping: Character and environment bump mapping where supported by hardware for enhanced visuals.

Massively Multiplayer Server Architecture: While the Game Client works on making everything look pretty, the Server Architecture works behind the scenes to bring that experience to many thousands of players at the same time. The server is the final arbiter of the game state - never the client.

Thousands of Players in a Single World: Imagine adventuring in a city where ten thousand of the other inhabitants are live players. It would take years to even meet them all, and there would be no shortage of worthy competition and companionship - no matter what your level of experience.

Network Data Transmission: The Server is designed to update each game client about the locations and status of any possibly visible game entities as quickly as possible, using as little network bandwidth as possible. The server can keep you up to date even if there are hundreds of visible entities (out of thousands in the world.) On a modem. With a bad connection.

Content Development Pipeline: The tool chain supports the integration of graphics, animation, and audio into the game in an extremely efficient manner.

Real Time, In Game Editor: Game content can be added or removed using the in-game editor. Fully dynamic collision, lighting, visibility, AI, FX, and audio systems completely eliminate the need for time intensive reprocessing of levels while designers refine content.

Event Driven AI Scripting: Designers can create elaborate AI behavioral patterns that are only initiated when appropriate.


The Updater's performance is slow and questionable when compared to downloading files of 5x the size. Is it supposed to behave like this?