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What bits go to make an MMORPG

Started by February 15, 2002 05:06 AM
0 comments, last by Nomax5 22 years, 10 months ago
I really don’t understand how all this hangs together I’m guessing here please enlighten me. Are These the 5 things used to make an mmorpg like Everquest ? 1 - Modelling package like to make trees, creatures, buildings, characters. Some of these are referred to as mobs and are animated some how? 2 - World/environment building package ? to make the sky, ground, hills, paths, sea, rivers. Which contains invisible “Pathing” lines? for the mobs to follow? 3 - A sound collection birds singing, gun shots, screams, growls, foot steps etc 4 - A script interpreter to define how the mobs move along these pathing lines? and some behaviour. (go 10 feet, growl, turn left) ? 5 - The “client” a program written in a low level language like C++ which interprets keyboard input, displays the world and all the visible models, referring to table/files held on the clients machine. It communicates with the server for some information like the position and model for other players. Weather, where the sun/moon is? And the AI Is that faction held in a table/file giving the client simple decision making?
"Mob" is the MUD term for a creature. It is short for "mobile", and was originally called that to distinguish the creatures from every other (non-player) entity in the game which was immobile.

You keep saying "package" as if these things are bought off the shelf. With almost all games, the developers produce their own tools in-house. They might use some or all of the tools you mentioned, or more than that. Some of them might be integrated.

Oh, and C++ is a high level language.

In short, all these games are made in somewhat different ways and you can''t pin down a standard set of 5 resources that go into it. A lot of it depends on what exactly you are trying to do.

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