Author Topic: Concurrent Game Engine  (Read 741 times)

bjh

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Concurrent Game Engine
« on: April 14, 2003, 08:08:02 pm »
There in these messages was a similar subject as a concurrent game engine before.  What I want to emphasize is that I want to allow developers to interact their programs with the PlaneShift environment.  I already have my virtual engine to do the work of a game, like the roleplay rules.  I am in the process to add the elements of professionalism to my project, like the details.  Therefore, I notice potential software that could interface together, and I focus on what I like to do, and I encourage other developers to focus on what they like to do, and we could create some technologic environment with PlaneShift and ATOMATRIX.

My focus is with Alchematrix -- the details that work good with Microsoft-ware -- which could work together with a COM standard interface or with a stream XML style.

Vengeance

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« Reply #1 on: April 15, 2003, 06:47:31 am »
Your thing seems to have nothing in common with PS.  What are you thinking is going to happen here?

bjh

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« Reply #2 on: April 15, 2003, 09:10:05 am »
Oh?  You would think there is much more in common.  The graphic front end is an obvious difference.

One simple example:

Avatar enters The Guild.  The Guild is filled with tables and a bartender.  Each table has a different board game.  The PlaneShift server notifies a remote system that the avatar is within its realm.  The remote system controls the artificial intellegence of the bartender.  Each board could either be controlled by the remote system or two players could use a more peer to peer system for a board.  Either way, PlaneShift server would monitor the virtual physics of the remote system or of the avatars.  I presume you are familiar with such environment as The Guild example.

Most concurrent on-line games (or MMORPGs) implement some sort of virtual engine code to allow easy customization of the environment.  What I could suggest is to support virtual engines that are external from the PlaneShift load.  So, for the sake of a simple explanation, someone that knows JavaScript could control the artificial intellegence of their bartender remotely away from the PlaneShift server.

Again, I tried to keep the explanation simple.