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The Realm Crafter MMORPG engine gives you the power to create your own multiplayer online role-playing game. The Realm Crafter engine was designed for anyone interested in creating an MMORPG, from those with no coding skills to the experienced game programmer. You can use the engine to create either a hobby game for you and a few friends or a large multiplayer commercial game where monthly subscriptions are charged. The Realm Crafter MMORPG creation engine comes with editors, documentation, tutorials, and a complete set of optional use animated player characters, monsters, animals, buildings and scenery. Everything you need to start building the MMORPG game of your dreams today!
TOOLBOX (RC Terrain Editor, RC Tree Editor, RC Armoury, RC Architect (a.k.a. Dungeon Editor), RC Rock Maker)
Script editor with Quest module built in
|License Name||Price in $US||Source Code Included?|
|Realm Crafter Standard Edition INCLUDES: TOOLBOX (RC Terrain Editor, RC Tree Editor, RC Armoury, RC Architect (a.k.a. Dungeon Editor), RC Rock Maker) Delivery of this product is by download link only.|
|Same as RC Standard but includes source code - Requires Blitz Plus compiler|
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I bought this engine about a year ago. It is easy to use, but horrible graphics, full of glitches, and THE WORST ENGINE OF ALL TIME. It is not worth the 100 bucks, and not worth your time. Realm Fail has even worse support, I had 3 questions, and deleted all of them off the forums w/o answering my question.
Pros: Easy to use, gets updates every now and then.
Cons: it's a pain to load models into the area, Not worth the money, poor support, horribly terrible stability.
Not a good engine if you plan on making money from your game. Can't make too big of a world with it.
I originally purchased RC way back in March 2006 as an early adopter. Overall, it was a good learning experience for how an MMO ought to work. It is a standard client/server middleware with a decent developer suite.
Just one problem. As of right now, January 2009, you cannot make a viable commercial/indie MMO with the RC1 middleware. RC2 is a graphics update to RC1, so it is still in the same boat.
The single largest issue with RC1 is the server. In 2008, RC1 had an infinite detection range on all actors per zone. ALL. What that means is an actor had to update it's position and info with every other actor in the zone, even if they were not in view. An RC server could only handle a tested maximum of 50 actors in a zone. Period. If it went higher than this, the game became unplayable as the server lagged with trying to update actor info. This issue was discovered very early on, several years ago, but is not widely known outside of RC's developer forums. You cannot access this info without owning an RC license.
This problem is purely a server limitation. Increasing the client's graphics card, server bandwidth, etc, will not correct this. Only modifying the server source (meaning, Solstar can't/won't fix it, you have to) will resolve this issue. Currently, the last server update finally set a detection range for actors . . . but the core issue remains. The player can only have 25-50 actors within his/her detection range or the above issue rears it's head again. This one single limitation, aside from RC1 using DirectX 7, is the only obstacle for making an MMO with this middleware.
Solstar has been developing RC2, a DirectX 9 upgrade, to 'fix' this issue. This is not a fix, it is simply bumping the ceiling a little bit. By having RC2 render actors as shaders this, in theory, should allow 150+ actors within detection range. These claims have remained unverifiable in the 2 years since RC2 began development. There has yet to be a verified test of RC2 exceeding RC1's 50 concurrent player benchmark. You must be the judge if spending $100 on a DirectX 9 upgrade will resolve server detection issues.
While it was $50, it was an excellent platform to learn the basics of an MMO. As it stands now with the $100 pricing, I would say no.
I used both version, standard and pro.
the standard version is full of limit but you can achieve a simple ORPG quite fast, but when you have to leave the beaten path you are stuck awaiting for a next version that maybe will solve the problem. There is no more support on this part of the engine.
With the pro version you have more freedom, it's use an other rendering engine (based on irrlicht). The project seem to running to a dead end, the final pro version is expected since a few years now and there's still no release of it.
ps : both versions crash a lot.
Pros: Easy to learn and get the hang of
Cons: Cost is not worth it, not many remade models, pain in the a$$ for a lot of people trying to activate, not too reliable compiled server.
i tested this egine many months ago and found it one of the easiest mmorpg engine about to use, its simple and easy to use. The pro version has many graphic updates better terrain editor and more
PRO's: Fast build time, Has many features, ease of use, decent graphics, good lighting. PRO version is only $170's or so
+ many games have been made with this engine
CONS: Only does mmoRPG (but not a big deal), Not many models ( there are many more models than a year ago),
thats all i cant think about now..., overall i recommend this engine to anyone who wants to create a mmorpg without any prior experience.