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What is the largest MMO created using 3DGS? #205986
05/09/08 22:32
05/09/08 22:32
Joined: Feb 2005
Posts: 14
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CrashBox Offline OP
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CrashBox  Offline OP
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Does anyone know of an existing MMO created with 3DGS? And does anyone know how many users they can support at one time online in game play?

Just curious to know!

Warren

Re: What is the largest MMO created using 3DGS? [Re: CrashBox] #205990
05/09/08 23:04
05/09/08 23:04
Joined: Sep 2003
Posts: 9,859
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FBL Offline
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FBL  Offline
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fastlane is your man.

Re: What is the largest MMO created using 3DGS? [Re: CrashBox] #206008
05/10/08 04:19
05/10/08 04:19
Joined: Mar 2003
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fastlane69 Offline
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fastlane69  Offline
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Zero commercial MMOs. Zero non-commercial MMOs. Several MMP attempts. Mine is the only one AFAIK that comes even close.

I've been working for years on this questions and my latest prototype has been tested up to 50 people with a theoretical capacity (based on computer resource load) of hundreds more. However our system is not stable and it has some bugs that prevent us from publishing.

Advice: with the slew of new MMO solutions out there (Multiverse, Second Life, Realm Crafter among others), it is not worth your time attempting this on GS at this time; there are much better MMP solutions on the market today as opposed to 5 years ago when I started down this path.

Re: What is the largest MMO created using 3DGS? [Re: fastlane69] #206672
05/14/08 22:19
05/14/08 22:19
Joined: Aug 2005
Posts: 186
Beneath the Surface
alpha12 Offline
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Beneath the Surface
i think we should made new big capslock f.a.q in these forum about mmorpg wannabe question,i never saw these kind of question in torque forum...

Re: What is the largest MMO created using 3DGS? [Re: alpha12] #206673
05/14/08 22:24
05/14/08 22:24
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fastlane69 Offline
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fastlane69  Offline
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Quote:
,i never saw these kind of question in torque forum...


Torque gives dedicated attention to networking.
GS doesn't.
Hence questions.

Re: What is the largest MMO created using 3DGS? [Re: fastlane69] #220641
08/07/08 23:34
08/07/08 23:34
Joined: Oct 2005
Posts: 6
Slyxsith Offline
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Posts: 6
Really nice to see this discussion being addressed more openly now. 3DGS isn't a bad game engine, every engine has it's strong points and other things it may not be so powerful with. I think the end result of all the bashing people for asking questions about the network layer simply closes the community to more powerful solutions. I am still very very surprised that no one has finished a C++ addon for 3DGS that contains a good networking library. I was very dissappointed to read that Wolf never finished the one he was working on. For all you people wanting to use 3DGS for an MMO (Even a small scale one) get yourself a good networking library. C-script is great and with a powerful network library addon you will be set smile

A couple of words for you from a guy who has "been dere dun dat" though. Trust me when I tell you that the network/server part of your MMO and connectivity is really not your biggest worry. I think if you ask anyone involved in large scale multiplayer developments the #1 thing they will all agree on is the complexity of the database querry system and dataflow. Your datastream is king in any many player environment and if you arent a guru at some form of database development you need to get in good with someone who is.

I wrote and re-wrote my data layer for my project well over 3-4 times and I think I got off lucky at that. Having a mySQL backend was easy enough but writing a scaleable datastream that had at the very least at least the potential to support 500-1000 players... Yeah.. that takes some doing.

MMOs are a mean animal. Everyone is an armchair expert and has a million opinions on this or that but when push comes to shove very few people actually get off their duff and get past the whole "theory" part of it and make things happen. Some exceptions to that? "A tale in the desert", "Minions of Mirth", several Korean based MMOs that I am personally aware of.. All these done by indies who had drive and clarity of vision.

For any aspiring MMO developers out there here is some food for thought. Josh wrote "Minions of Mirth" from scratch in 11 months.. He is somewhat of a programming dynamo but really it was his ability to understand all of the different components of the MMO layers and bring them together quickly and effectively. If you ever get a chance to hear him speak at a GDC definitely listen in.

Onwards my friends to bigger and better things smile
Good luck.


Mark MacPherson
Project Lead
Aakrana: The Forgotten Lands
http://www.aakrana.com
Re: What is the largest MMO created using 3DGS? [Re: fastlane69] #220661
08/08/08 05:13
08/08/08 05:13
Joined: Oct 2002
Posts: 2,256
Oz
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Locoweed Offline
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Oz
As Fastlane eluded,

3DGS networking can't even handle regular muliplayer, let alone a MMO. Although, we have attempted many times in the past to make this a priority for Conetic, it obviously has never happened and I have been here since 2002.

So if you want playable multiplayer or MMO networking, I guess Conitec is telling you to do it yourself or through a 3rd party.

My team has been working on getting some REAL multiplayer networking working though dll's finished for quite a while now to work with 3DGS. We are about there with multiplayer that can be ran though a dedicated server or a host computer.

But, unless Conitec decides to put more emphasis on multiplayer and MMO's, I definately would not consider this engine for a MMO, no way, no how, don't even waste your time trying to do it! Just friendly advice so you won't lose sleep at night trying to make it happen for years to come.

Later,
Loco




Professional A8.30
Spoils of War - East Coast Games
Re: What is the largest MMO created using 3DGS? [Re: Locoweed] #221028
08/11/08 18:08
08/11/08 18:08
Joined: Mar 2003
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fastlane69 Offline
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fastlane69  Offline
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Put another way:

Can an MMOG be made with Game Studio?

Not without the support of the engine.

And since Conitec is not supporting it's engine for MMOG, the answer is no.

I have made great strides on my own and have had "some" improvements made to the engine based on my and others work and advice (most noticible the client_drop and client_ID features).

But when it comes to TRUE MMOG support (network security, cross server communication, LOSING DPLAY!!!)... frown


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