Multiverse - changing the < virtual > world


DEVELOPER FAQ

In addition to the general high-level FAQs here, we maintain a set of more detailed technical FAQs on our Developer Wiki:

If you have further questions, just send them to us at , and we'll add them to the FAQs.

General Platform Questions

What platforms does the Multiverse Client run on?
What platforms do the Multiverse servers run on?
What tools are available for building 3D models for the Multiverse platform?
What tools are available for building landscapes for the Multiverse platform?

Developer Questions

How do I program a game using the Multiverse platform?
Will Multiverse host my game?
I have a great game idea, but no programming or 3D art skills. Can I use the Multiverse platform?
Does the Multiverse platform support indoor and outdoor areas? What about outer space?
How is physics handled?
How much bandwidth is used between the client and server?
How are my art assets kept secure once distributed to the end-user?

What platforms does the Multiverse Client run on?
Currently, the client runs on Windows Vista and XP, including Windows XP Professional x64 Edition and international (non-US-English) installations. Mac, Linux, and other platforms are on the roadmap. Our graphics engine has an abstraction layer that allows the use of OpenGL or DirectX, which facilitates porting to other operating system platforms. For more information, see Client Hardware and Software Requirements.

What platforms do the Multiverse servers run on?
The Multiverse servers are implemented using Java (J2SE 5.0), and thus run on a wide variety of hardware and operating systems. We recommend Linux Fedora Core 4. The server also runs on Windows XP, Vista, and XP 64. For more information, see Server Platform Requirements.

What tools are available for building 3D models for the Multiverse Platform?
Our binary format is the same as the OGRE .mesh format, and we have built a tool to convert models from the COLLADA format to this binary format. Maya, 3ds Max, Blender and XSI all have COLLADA exporters. Many other tools, such as Milkshape, can export into the OGRE .mesh format.

What tools are available for building landscapes for the Multiverse Platform?
The Multiverse Terrain Generator tool enables you to create terrain from scratch or import height data from PNG and CSV files. The tool can use a low resolution height map, allowing you to create the overall shape of the world, while using fractals to fill in finer details. This allows for developer control of the terrain while maintaining very compact terrain data for download.

How do I program a game using the Multiverse Platform?
If you need to build fairly low-level server code (e.g. handling physics in a different way) you will use Java. If you leverage an existing rule system such as MARS (Multiverse Agnostic Rules System, which defines many game rules) then you can write your server code in either Java or Python.

Will Multiverse host my game?
The Multiverse platform is built so that each development team can run its own servers. However, we will offer hosting to customers for a fee. We will announce more details later.

I have a great game idea, but no programming or 3D art skills. How can I use the Multiverse platform to make my game?
The Multiverse platform includes visual tools to create a world and place terrain, buildings, NPCs, monsters, and so on. You don't need to be a programmer to use the visual tools. However, to change the default behavior of our server, you'll need programming skills. Currently, you need technical skills to install and operate the server. Our plan is to make the platform easier to use in each successive version.

Does the Multiverse Platform support indoor and outdoor areas? What about outer space?
Outdoor and indoor spaces are supported. Outer space is on our feature list for the future.

How is physics handled?
The server uses the terrain heightmap to determine how to place objects on the ground. It can read in the terrain data, and figure out how to do pathfinding on terrain and avoid running through buildings. The server does basic checks to know whether a client is cheating by traveling too fast. There is no integration with other physics engines at the moment. However, you can license or write your own code to handle your game's specific needs. In a future release of the platform, the server will handle all physics that affects gameplay. Client-side physics will be used only for cosmetic effects. Note: currently, the client performs collision detection.

How much bandwidth is used between the client and server?
The answer depends heavily on your game. For a typical game, the client/server traffic might be around 5 kbps when there are a few mobs running around and a couple of players. You should expect a much higher number as additional users see each other. We will release more data and recommendations in the future.

How are my art assets kept secure once distributed to the end-user?
We'll release more details about our security features later.