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JohnSimor

OpenSimulator or Multiverse for MMO ?

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[url="http://opensimulator.org/wiki/Main_Page"]http://opensimulator.../wiki/Main_Page[/url]
[url="http://www.multiverse.net/"]http://www.multiverse.net/[/url]

Anone built a MMO with them?
Do you know any other frameworks like them?

I'm looking for free MMO engines with some distributed computing support too.. :D

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[quote name='sermi' timestamp='1307376212' post='4820129']
[url="http://opensimulator.org/wiki/Main_Page"]http://opensimulator.../wiki/Main_Page[/url]
[url="http://www.multiverse.net/"]http://www.multiverse.net/[/url]

Anone built a MMO with them?
Do you know any other frameworks like them?

I'm looking for free MMO engines with some distributed computing support too.. :D
[/quote]

What, in particular, do you need your game to do? Building a MMO Game consists of both "game" parts and "mmo" parts, and most "mmo-specific" solutions have less robust "game" parts.
If my game would never have more than a hundred players in the same room/zone/city/whatever at any one time, then I'd probably just build the game on top of an existing engine (Unity, UDK, etc).

There are many MMO "frameworks" with various degrees of adoption and success:
- Hero engine (mid-market)
- Bigworld (expensive)
- Darkstar (seems to have dropped off the face of the earth when Oracle canned it)
- planeshift.it (open source)
- openNEL (open source)

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[quote name='hplus0603' timestamp='1307406992' post='4820316']
[quote name='sermi' timestamp='1307376212' post='4820129']
[url="http://opensimulator.org/wiki/Main_Page"]http://opensimulator.../wiki/Main_Page[/url]
[url="http://www.multiverse.net/"]http://www.multiverse.net/[/url]

Anone built a MMO with them?
Do you know any other frameworks like them?

I'm looking for free MMO engines with some distributed computing support too.. :D
[/quote]

What, in particular, do you need your game to do? Building a MMO Game consists of both "game" parts and "mmo" parts, and most "mmo-specific" solutions have less robust "game" parts.
If my game would never have more than a hundred players in the same room/zone/city/whatever at any one time, then I'd probably just build the game on top of an existing engine (Unity, UDK, etc).

There are many MMO "frameworks" with various degrees of adoption and success:
- Hero engine (mid-market)
- Bigworld (expensive)
- Darkstar (seems to have dropped off the face of the earth when Oracle canned it)
- planeshift.it (open source)
- openNEL (open source)
[/quote]

HeroCloud is now completely free for development. They host your game for you during development and then once your ready to go live they give you a hosting package which is a little expensive but it's about what Blizzard pays for their Servers. Each Physical Server which can host about 2,500 players at once and a land mass of 100 square kilometers costs about $6,000 per month for bandwidth and everything.

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I am looking for an engine with mmo characteristics because i want the game to be able to support thousands of people in one big world.

I think the only decent, free solution would be hero cloud, when it goes public.

Thank you all for your answers.

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[quote name='sermi' timestamp='1307456577' post='4820519']<br />I am looking for an engine with mmo characteristics because i want the game to be able to support thousands of people in one big world.<br /><br /> I think the only decent, free solution would be hero cloud, when it goes public.<br /><br />Thank you all for your answers.<br />[/quote]<br /><br /><br />

Just something to keep in mind about HeroCloud is that like I said before while it IS free for development there is a fee once you go live. The Development Server can only support a max of 99 concurrently connected users. In order to support thousands you must take your game live at which point your responsible for hosting costs. If you make enough money to cover the hosting in a month then they take out their 30% plus the hosting cost then send you the rest. If you don't make enough then they send you a check for the remainder of the hosting cost.

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