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Cube engine for an MMORPG?

by expert01 on 04/21/2005 03:31, 6 messages, last message: 04/25/2005 20:23, 2949 views, last view: 05/05/2024 06:07

I've been looking into creating an MMORPG (you know, for fun). I was wondering if it is at all feasible to use the Cube engine as the base for an MMORPG (3D 1st and 3rd person shooter with vehicle support, large area support, flight support, and the various in-game systems). Would yo usuggest I try with Cube or go with the Torque engine for $100? http://www.garagegames.com/pg/product/view.php?id=1

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#1: ..

by tentus on 04/21/2005 04:18

cube certainly supports large areas, particulary if you figure out some clever way of linking maps together. and obviously, the first person perspective is very well covered. but third person and vehicles most of all would be much much harder to code in.

if you have money and are willing to spend it on a game then the Torque engine sounds much more suited to what you're doing. i would argue that the cube engine probably runs a lot better, and would be more educational in the long run. and it's free, it's hard to argue with that.

so i'd suggest you take a close look at cube before spending money- it can't hurt you, and you'll probably learn something too.

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#2: ..

by makkE on 04/21/2005 13:28

Yeah, but keep in mind that cube is performing best in small areas.
A big explorable world, though split into smaller sections is still imho not possible to do with cube.
It´s not intended for that.
There are certainly engines that suit an mmorgp better.

http://www.chez.com/dplomat/cube/

take a look at this map, it´s showing cube´s limitations.

Also when it comes to flight.. flying will only be enyoyable if you can fly quite high.. say the sky´s at least 300ft high.. how would you make believable buildings and architecture with 300ft solids,that you´ll need in a large map.
Also, you will need to code a lot features into cube that other engines already have, since cube only has what a simple fps needs.

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#3: Sauerbraten?

by D.plomat on 04/21/2005 14:37

Cube isn't designed for this kind of gameplay. But Sauerbraten is (large worlds and RPG gameplay is one of its goals).

So if your nick applies to C language i suggest you'd join Sauerbraten development :)

It's in development so it will take a long time before it has so many features. So if your goal is only quickly making a game with many features using a modular engine you'd better choose Torque (or maybe Ogre, a free one, http://www.ogre3d.com ).

If you want to be part of an elite coding project with it's own innovative 3D engine then chose the Sauer way.

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#4: Re: Sauerbraten?

by Leth@lethonline.com on 04/25/2005 09:04, refers to #3

One problem with Cube, and Sauerbraten is the fact that they're indoor engines... I agree with D.plomat, Torque Shader would be the way to go.

There is a an RPG Mod in Tribes2 *which uses Torque*, I advise you to take a look; it's quite nice. I believe it's called Iron Sphere or Ion Sphere, something like that.

Thanks for hte Interest though :-)

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#5: Re: Sauerbraten?

by D.plomat on 04/25/2005 09:56, refers to #4

Sauerbraten is indoor engine but it's possibilities will make it easy to make large enough levels that player won't notice it's indoor unless implementing a full flight simulator that would make ppl touch the "sky ceiling" very fast, but for onfoot or non-flying vehicles Sauer will probably make large enough universes.

But for an RPG or FPS i suppose vehicles aren't vital to the gameplay, we're not trying to make a GTA-like game.

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#6: um...

by Aardappel_ on 04/25/2005 20:23

one of the major points of sauerbraten was to make it scale independent, to allow for large outdoor landscapes, for doing RPGs with huge worlds. Also the map format both in memory and on disk is small, which favors loading huge worlds at once without having to load chunks. Not saying its the ideal engine for an MMORPG but you could do worse.

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