nonstop
01-13-2007, 06:44 AM
Hi,
I'm trying to build a 3D massively multiplayer online game (MMOG). Probably, I will use C/S architecture. Here is the issues:
1. Clients will be run on resource constrained wearable computers such as pocket pc, ex. Dell Axim X50v Pocket PC 624MHz (• Memory: RAM: 64MB DRAM, ROM: 256MB Flash memory • Display: 3.7 inches TFT Colour 16-bit, Touch Sensitive, Transflective LCD 480 x 640 resolution at 65,536 colours (VGA) • Graphics: Intel 2700G multimedia accelerator with 16MB video memory ) I tested some very simple 3D games on such Pocket PC, however, it perfoms poorly: the animation breaks sometimes.***My concern is whether there is any game engine that is able to work fluently in such resource constrained computers ? Or any game engine that is easy to be reduced to fit such requirements ?***
2. the network connects clients and server is wireless network (WiFi). the network can't guarantee a high packet delivery ratio.***My concern is, provided such unreliable network, how will game engines perform, while trying to minimize the traffic between client and server ?***
Thank you !!
I'm trying to build a 3D massively multiplayer online game (MMOG). Probably, I will use C/S architecture. Here is the issues:
1. Clients will be run on resource constrained wearable computers such as pocket pc, ex. Dell Axim X50v Pocket PC 624MHz (• Memory: RAM: 64MB DRAM, ROM: 256MB Flash memory • Display: 3.7 inches TFT Colour 16-bit, Touch Sensitive, Transflective LCD 480 x 640 resolution at 65,536 colours (VGA) • Graphics: Intel 2700G multimedia accelerator with 16MB video memory ) I tested some very simple 3D games on such Pocket PC, however, it perfoms poorly: the animation breaks sometimes.***My concern is whether there is any game engine that is able to work fluently in such resource constrained computers ? Or any game engine that is easy to be reduced to fit such requirements ?***
2. the network connects clients and server is wireless network (WiFi). the network can't guarantee a high packet delivery ratio.***My concern is, provided such unreliable network, how will game engines perform, while trying to minimize the traffic between client and server ?***
Thank you !!