Darkwind - Viewing Topic: Game engines
Welcome Guest! » Darkwind » Discussion » Darkwind 2 » Game engines

Pages: << prev 1 next >> Reply to Topic Create New Topic Create New Poll
Game engines
Jarkko Niemi
FireWolf
Sunday Driver

Civs Faction

Member Level

Group: Members
Posts: 91
Joined: Jul 8, 2012

Send an email to Jarkko Niemi Send a personal messsage to Jarkko Niemi Reply with a quote from this post Go to the top of the page

I know that commercial Unity 3D is strong candinate for game engine now, if engine needs to be changed.

here is good list of 13 Open Source Game Engines, I have no idea if any of these has use of this kind of game. I just saw that list, and concluded that sharing that certainly doesn't hurt.
.........................
vet wv

Posted Jul 23, 2014, 8:11 am
Bobum
DaBums
Pedestrian

Renegade

Member Level

Group: Members
Posts: 3
Joined: Oct 29, 2010

Send an email to Bobum Send a personal messsage to Bobum Reply with a quote from this post Go to the top of the page

It's a GREAT engine and I've published games with it for my old company...would love to see DW2 using Unity...
.........................
vet wv

Posted Sep 4, 2014, 3:46 am
ZomBPir8Ninja
Zombified Piratey Ninjas
Racer

Badlands Truckstop Faction

Avatar

Member Level

Group: Members
Posts: 151
Joined: Oct 1, 2009

Send an email to ZomBPir8Ninja Send a personal messsage to ZomBPir8Ninja Reply with a quote from this post Go to the top of the page

I actually tinkered with this a bit in Unity, using an Authoritative Server model:

https://www.youtube.com/watch?v=QvEupHM2iNo

The problem is that Unity doesn't have a way to process physics without a client (game window).  So for each match, the host would have to fire up another client to act as the server.  That's not scalable at all.

I'm not sure how Darkwind servers currently work, but ideally you'd want an engine that could:

* Load level and object definitions on the fly
* Retrieve current states (velocities, etc.) of all of the objects in a match from a database
* Process all the physics interactions for a turn
* Save the states back to the database
* Send the results to the players
* Unload assets
* Wait for next turn

Then you could continue to scale it up as needed.
.........................
vet wv pvp5 pvp4 ped2 gwped paintladder

Posted Sep 8, 2014, 4:54 am Last edited Sep 8, 2014, 4:55 am by ZomBPir8Ninja
Reply to Topic Create New Topic Create New Poll E-mail me when replies are made to this topic View Printable
» Darkwind » Discussion » Darkwind 2 » Game engines

0.1127 seconds - 13 queries - 0.42 load