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DarkBASIC Professional Discussion / Can DBP handle a MMORPG type enviroment?

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enablerbr
23
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 22nd Jun 2003 17:59
i'm currently searching for a good 3D engine/game engine that can cope with a MMORPG type enviroment. by this i mean something that can handle realtime data and huge maps. so is DBP able to handle huge map sizes and multiple maps stuck together.
i'm not aiming to make a MMORPG but rather a FPS that doesn't have the limits of 1 map equals 1 level. i simplely want a larger world for my game that keeps track of all coming and goings of all NPC's/events. for example if my player kills a npc in 1 map area and moves onto another. if my player then goes back again into the previous map area. the game engine will not respawn the dead NPC.
i hope what i want to do has been made clear as i'm not to good with explaining my self.
TheCyborg
23
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Joined: 6th Oct 2002
Location: Denmark
Posted: 22nd Jun 2003 18:02
That depends on your programming skills in DBP... I think...


No Page up yet --> http://thecyborg.lunaticsworld.com/
enablerbr
23
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 22nd Jun 2003 18:08
ok but does DBP have a map size limit like most of the current fps engines or is it as large as you want it. reason being i would be using BSP maps to start with.

TheCyborg
23
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Joined: 6th Oct 2002
Location: Denmark
Posted: 22nd Jun 2003 18:34
I really don't know. I haven't experimented with BSP maps yet. I see alot of people on theese forums complaining about BSP maps because they can't make them load properly. I just know that if you wanna make your own BSP files (witch i asume), you have to use the Q3 Radient BSP compiler tools...

No Page up yet --> http://thecyborg.lunaticsworld.com/
Rob K
Retired Moderator
23
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 22nd Jun 2003 19:07
What you are suggesting is perfectly possible. However, Half-Life gets around this limitation by splitting the world up into lots of small BSP maps. As the maps are seperate from the player data, if you kill an enemy, it remains dead if you revisit it after going to another map.

It is still a good idea to divide the world up to minimise the amount of processing per frame.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip
TheCyborg
23
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Joined: 6th Oct 2002
Location: Denmark
Posted: 22nd Jun 2003 19:10
Yeah. Like I said I haven't experimented with Bsp files yet, I just post what i've read in other threads. But haven't been around for a while so if its works now, then great.

No Page up yet --> http://thecyborg.lunaticsworld.com/
enablerbr
23
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Joined: 22nd Jun 2003
Location: United Kingdom
Posted: 22nd Jun 2003 19:20
well later on i planed to split this into a client/server thing. so the server deals with the world full realtime data. the client would only get the data relating to it's current area. thanks all for the feedback.
oh another thing can the DBP cope with realtime night/day and weather changes. as in could i create rolling cloud efx in skies? also is it possible to have players/NPC's entering and using vehicles/etc..?
i know it's quite a few questions.

Rob K
Retired Moderator
23
Years of Service
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Joined: 10th Sep 2002
Location: Surrey, United Kingdom
Posted: 23rd Jun 2003 00:06
Anything is possible, it is more a question of HOW rather than CAN IT.

Night and day is easy, just get the system time using GET TIME$ and change the scenary as necessery. Rolling clouds in skies could either be done with a series of ghosted plains moving against a sky-box, or via an animated texture. Players are just objects, if you want them to sit in vehicles just position the player in the same place as the vehicle in a sitting position.

Do you want Windows menus in your DBP apps? - Get my plugin: http://snow.prohosting.com/~clone99/downloads/tpc_menus_103.zip

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