Making an optimized 3d mmo in open gl c++

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17 comments, last by rouncer 11 years ago

Do you need tens of millions of dollars in assets and hire a ton of people to make a MMORPG? No..

Every time somebody says they want to make an MMORPG, it always gets assumed that they are trying to create something bigger and better than World of Warcraft, or whatever happens to be the most popular MMO at the time.

Even if that was the goal, how do you solicit funding without some sort of proof of concept or technology demo?

It's entirely possible for one person to create a framework that would allow for the basic operation of a MMO type game.

-=[Megahertz]=-
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It looks like Megahertz and I have different ideas of what a MMORPG is. "MM" stands for "massively multiplayer", which already implies a level of infrastructure that a single person cannot accomplish.

What's an example of a MMORPG built by a single person?

EDIT: From the Wikipedia page on MMORPGs:

The cost of developing a competitive commercial MMORPG title often exceeded $10 million by 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure.

shawk08033, on 04 Apr 2013 - 19:09, said:
I currently starting to make a mmorpg in c++ using opengl. How could I optimized it to run the best it can on integrated graphics but also take full advantage of top of line graphics card like a GTX 660 or higher.Would it been done directly in the way I code opengl or would it been done by changing the quality of the texture images??

To answer your question, most games provide different models with different levels of details. and provide simplier shaders for hardware that can't do all the fancy stuff that modern hardware can do.

It's all about providing different rendering paths depending on some pre-set variables that the user can change(most commonly these settings are things like high quality models, high quality shaders(that do more lightning calculations, or post-processing effects), quality of textures, etc.) basically you provide several different rendering modes, and the user can select the one that is most playable for them.


However, i'd heed the warnings of the above commentors, MMO's are a pain in the ass to make by yourself. perhaps don't consider building an MMO, but instead a small multiplayer game is more manageable, and doesn't need heavy duty dedicated public servers.
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Do you need tens of millions of dollars in assets and hire a ton of people to make a MMORPG? No..

Every time somebody says they want to make an MMORPG, it always gets assumed that they are trying to create something bigger and better than World of Warcraft, or whatever happens to be the most popular MMO at the time.

Even if that was the goal, how do you solicit funding without some sort of proof of concept or technology demo?

It's entirely possible for one person to create a framework that would allow for the basic operation of a MMO type game.

Well based on the OP:

run the best it can on integrated graphics but also take full advantage of top of line graphics card

Even if we leave out the gameplay elements, building highly scalable netcode, hiring out server farms to host it, having extremely high bandwidth, etc - even if we ignore all those factors, this element on it's own is far too ambitious.

Direct3D has need of instancing, but we do not. We have plenty of glVertexAttrib calls.

It looks like Megahertz and I have different ideas of what a MMORPG is. "MM" stands for "massively multiplayer", which already implies a level of infrastructure that a single person cannot accomplish.

What's an example of a MMORPG built by a single person?

EDIT: From the Wikipedia page on MMORPGs:

The cost of developing a competitive commercial MMORPG title often exceeded $10 million by 2003. These projects require multiple disciplines within game design and development such as 3D modeling, 2D art, animation, user interfaces, client/server engineering, database architecture, and network infrastructure.


Allthough there are MMOs developed by single developers or 2-3 man teams.

The only requirement to really qualify as an MMO is that the game supports a massive number of players playing together at the same time in a single game world, if you get rid of things such as realtime gameplay, content variation, etc it becomes quite doable even for a single person and hosting costs doesn't necessarily have to be that high. (a MMO where updates are sent/revieved once or twice per minute is still an MMO, and such infrequent updates pretty much eliminates the need for a complex server/network architecture. (If you have more players than a single server can handle at those rates you can just launch more game instances, rather than try to fit more players per instance)

Ofcourse, "Optimized 3D MMO" sort of suggest that the OP is trying to take on games like WoW head on.
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I have been told about how hard mmo are but right I am just trying to make a demo because I have a friend who owns a marketing firm whos interested in the game. Right now i am just creating simple code structure so I can show off the concept.

Well, I'd concentrate on the MMO part rather than the graphics part if you just want to make a concept.

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shawk08033 - one thing that could be done to keep performance high across many generations of hardware is to have different art assets with less polygons, smaller textures and less intensive pixel shading requirements. If you also had a "high-res" version of these assets, players with more modern graphics hardware could use that.

You definitely need to start with a really good mmorpg maker, either that, or make one instead, without the best tools youll never finish it.

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