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Engine Details

BigWorld MMO Technology Suite 1
Show Details   Web page   Email author   Read Reviews   Review or Rate this Engine Rating: (3 votes) [Edit] Edit
The BigWorld MMO Technology Suite is a complete technology solution, consisting of a tightly integrated suite of high performance server applications, tools, advanced 3D client and APIs designed specifically for the fast and efficient creation of MMOGs.
Author BigWorld Pty Ltd
Graphics API DirectX Operating Systems Windows
Programming Language C/C++, Python Status Productive/Stable
Documentation Yes
Features
General Features Object-Oriented Design, Save/Load System, Other:
Complete MMOG solution
Integrated client, server and tools
Scalable, fault tolerant distributed server architecture
Entity and world persistency
Next-generation 3D engine tailored for MMOGs
Professional level documentation and tech support
Scripting
Scriptable client, server and tools.
Fully functional Python 2.4 interpreter embedded
A Python API provides access to 3D engine, network, resource management and all other core systems
Entire MMOG can be written without resorting to C++ code
Telnet to access python console on server and client
On-display Python console on client and tools
Built-in Editors
WYSIWYG indoor and outdoor map editor
Intuitive terrain sculpting & painting tools
Concurrent editing allows a team of level builders to work together on the same map.
Embedded version control system
3D Sudio Max and Maya model exporters
Model viewer/material and animation editor
Comprehensive particle effects editor
Fully data-driven art pipeline
Client Acess Tool: fully scriptable tool for game tweaking. Runs python code and change engine parameters remotely
Run-time watchers: fine grained performance profiling , memory usage, parameter tweaking. On screen stats and graphs
Physics Basic Physics, Collision Detection:
Network ready physics engine
Tailored for MMO RPG and shooters
BSP-trees and octrees for performance
Polygon level collision detection
Ray vs. skeleton collision queries
Line of sight queries
Lighting Per-vertex, Per-pixel, Lightmapping:
Directional, point and spot light sources
Up to 8 simultaneous dynamic light sources
Unlimited static light sources
Shadows Shadow Mapping:
Self shadowing
Dynamic shadow maps for entities
Shadows of outdoor objects vary with time-of-day
Lightmaps used for clouds shadows
Texturing Basic, Multi-texturing, Bumpmapping, Mipmapping, Projected:
Bump mapping
Normal mapping
Parallax mapping
Shaders Vertex, Pixel, High Level:
Uses Effect Files and HLSL for maximum flexibility
Takes advantage of shaded model 3 if available
Runs on low end cards with no shader support
Sub surface scattering
Additive reflective map (with optional transparency)
Glow map (with optional transparency)
Scene Management General, Portals, LOD:
Seamless indoor/outdoor transition
Portal culling for indoor scenes
On-demand background data loading
Animation Inverse Kinematics, Forward Kinematics, Keyframe Animation, Skeletal Animation, Morphing, Facial Animation, Animation Blending:
Fully featured animation system
Action matcher minimizes bandwidth usage and streamlines tweaking
Bones and morph targets for facial animation
Action queue and blending for seamless transitions
Animation compression for reduced storage requirements
Meshes Mesh Loading, Skinning, Deformation:
Support for skinning and morph targets (blend shapes)
Proprietary model format (exporters for Maya and 3D Studio Max)
Out-of-the-box SpeedTree(TM) support
Special Effects Environment Mapping, Lens Flares, Billboarding, Particle System, Sky, Water, Fire, Explosion, Decals, Fog, Weather:
Weather system with wind, clouds, rain, snow
Pre-rendered or procedural sky dome with full day/night cycle
Fully featured particle system for all range of special effects
Multiple particle sources: 3D mesh or 2D sprites
Interactive particles: wind, collision, barriers, forces, streams, tints, flares, jitters
Realistic interactive water
Cubic environment maps
Full screen filters: bloom and heat shimmer
Foot prints and decals
Terrain Rendering:
Detail objects rendering (flora)
Networking System Master Server:
Fully scalable distributed server
Dynamic load balancing
Seamless worlds architecture
Fault tolerance and disarter recovery
Millions of simultaneous players
Server monitoring and management tools
Artificial Intelligence Pathfinding, Scripted:
Precomputed navigation meshes
Fully scriptable entities on client and server
Rendering Fixed-function, Render-to-Texture, Fonts, GUI:
Model batching to minimize state changes
Model compounding to minimize draw call overhead
Object level z-sorting for additive blending
Triangle level z-sorting for non-additive blending
Features: Ease of Use:
Stability: Support:
Date Added Wed, 12 Apr 2006 Last Updated Wed, 3 May 2006
There are currently 3 reviews for this engine
License Name Price Source Code Comments
Other/Custom Not public Yes pricing available under NDA

Screenshots:

Member Reviews


NOTE: The ratings and reviews below reflect the opinions of their respective authors and as such, do not reflect the opinions of DevMaster.net or its staff. The reviews are not moderated and some are completely inaccurate. Therefore, most reviews should be taken with a grain of salt. If you find any inaccurate or inappropriate reviews, let us know by stating in detail why you think the review should be removed and any links/documents that support your contention.

Incorrect information
Posted by: soconne at Apr 28, 2006
I think the PRICE needs to be changed. This engine is not free judging from the licensing web page on their site.




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Not suitable for Indies
Posted by: jogi at May 24, 2006
The engine is nice, but they won't do anything with indie devopers. Only big professional projects will be supported and according to their web site there are already some on the way. There is no opportunity to get in touch for free.
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Powerful but complicated
Posted by: Goz at May 20, 2007
You can create amazing work wsith this engine as the screenshots on the website demonstrate.

I've found the support to be amazing. You ask these guys a question and they answer it quickly and comprehensively.

Unfotrunately, the code is very badly documented but it works extremely well.

Working out how to get the best performance from your application can be hard work as well, alas. I've foun the documentation to not be very artist friendly and have had to spend a lot of time working out how the engine works to figure out how we can get best performance from it. I've come across many basic problems with getting good performance out of what should be a very decent engine. It needs a few basic changes that take a lot of the work that, at present, must be performed by the artists and pre-calcualted in the engine. A lot of basic work, that every engine i've written does, is not performed and Ive found myself increasingly frustrated by the lack of standard terminology used throughout the code (and especially their lack of explaining what these random terms they use to describe features actually are). I'm sure, however, with more time I will get better with this engine. I am, however, very impressed with how they have approached certain complex problems and solved them. Wish i'd thought of some of their solutions :)
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