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 !!
Game engine choice of MMOG for resource constrained environment
Started by nonstop, Jan 13 2007 02:44 PM
2 replies to this topic
#1
Posted 13 January 2007 - 02:44 PM
#2
Posted 13 January 2007 - 03:43 PM
The game engine (if its well written) is normally compatible with any system.
It will depend more on the sort of things you want it to render.
You will have limits on stuff like poly count and texture res.
It will depend more on the sort of things you want it to render.
You will have limits on stuff like poly count and texture res.
#3
Posted 13 January 2007 - 07:36 PM
I wouldn't expect much in terms of network performance with a PDA and public WiFi. I would strongly suggest you make your game turn based instead of real time. Especially with mobile devices as it will allow the person to focus on his environment and safety.
Instead of focusing on 3D, consider rendering 3D art as 2D images and work with that. You will open your game up to older platforms, and hence more players. Secondly, I am unfamiliar with engines for mobile devices. From my old mobile development days, no two devices have the same architecture. The best way to support as many devices as possible is to use Java. Let them worry about support, you just focus on the game.
Instead of focusing on 3D, consider rendering 3D art as 2D images and work with that. You will open your game up to older platforms, and hence more players. Secondly, I am unfamiliar with engines for mobile devices. From my old mobile development days, no two devices have the same architecture. The best way to support as many devices as possible is to use Java. Let them worry about support, you just focus on the game.
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