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Multiverse Developer Newsletter |
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Volume II, Issue 2In this edition:
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Corey's Column: Changing the <virtual> worldMultiverse is dedicated to the proposition that virtual worlds are a new medium. Other people have tried to kickstart this medium various times over the last couple decades, but it could only have flourished right now, at this point in the evolution of humankind. Only now do we have the technology (blazing GPUs and widespread high-bandwidth connectivity) and the culture (people able and eager to interact in 3D spaces via avatars) to support this new medium. Today, the most prominent use of virtual worlds is entertainment, MMOGs and social spaces with user-generated content. But the medium can and will be used for so much more: education, training, simulation, business collaboration—it's a huge list. Just like you can use TV, books, and the web for many different applications, the same is true virtual world technology. We're committed to kicking out the barriers to entry so that anyone—especially independent developers—can enter this industry and begin to experiment, and ultimately succeed. We saw this in our time at Netscape, especially after our CEO Bill Turpin and his team invented JavaScript: enabling indies leads to innovation. That's what's going to move forward the medium of virtual worlds. Speaking of those indies, over half of our developers are building games. But many of our customers are building non-games like social worlds, business rehearsal spaces, even first-responder simulations. And all of these worlds can be accessed with the Multiverse Client. The consumer is always just one click away from any world on the Multiverse Network. This means that worlds can be, at the discretion of the world developers, closed or interconnected with one another. You have complete freedom to implement whatever works for your particular world. We were included in a recent Associated Press article that ended with a quote from Steve Prentice, a vice president at technology research group Gartner: "Once you can move from one virtual world to another, the growth we have today is going to look pretty stagnant." We couldn't agree more. We're on the edge of a brand-new medium breaking into the mainstream, and we're glad to have you with us. —Corey Corey Bridges
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It Takes a Guild: Multiverse at GDC 2007by Ron Meiners (Random)
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Multiverse Licensing Terms and the Road Ahead
The flurry of activity around Multiverse (and the teams that joined us there) at GDC 2007 also saw the announcement of our licensing terms. You can see the complete write-up on the Multiverse website. The basic terms are: Multiverse is free for non-commercial worlds, and is available for 10% of the gross receipts of worlds that have paying customers. The platform is also available as a pre-paid stand-alone package if you prefer (contact us for more information on this option). One of our core goals is to remove barriers to the creation of MMOGs and virtual worlds of all kinds: whatever kind makes sense to you, the creator. And we've already seen amazing innovation (see the GDC pics in this newsletter). We have also put together a high-level roadmap document that describes our upcoming technology goals and time frames, enabling you to plan your world's development. The document is intended to be an overview, since development priorities can shift in response to input we receive from you, our developer community. We hope the roadmap will enable you to plan with greater certainty. We will continue to develop the Multiverse Platform, to provide you with a stable, scalable, flexible, extensible technology platform for creating a new generation of virtual worlds. See the Multiverse Developer Wiki for the complete Multiverse Platform Roadmap. Discuss this article in the forums |
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Guest Column: Creating a Minimapby Tim HoltTim Holt is a research assistant at Oregon State University and an active serious games developer. He is working on the Project Mars virtual world on the Multiverse platform. A common developer request has been the ability to create a minimap, a graphical representation of a a bird's eye view of a player's position in a virtual world. This month, Tim Holt describes how he created a minimap for his serious game virtual world, Project Mars. In this tutorial, you will make the Multiverse Client display a simple minimap, which displays a "birds eye view" of the player's current position in the world. To the right is a screenshot of an example of a minimap, created using the methods described here. To create the minimap:
This article continues in the Multiverse Developer Wiki. Discuss this article in the forums |
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3ds Max Export Tool - A First Lookby John Hessler
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""I believe it was Shigeru Myamoto (creator of Mario Bros', Zelda, Donkey Kong et al Nintendo) during his keynote at GDC who said "film was the medium of the 20th century, so shall games be the medium of the 21st century. Even something as simple as this weather collaboration seems to be indicative of that." —VortexMusic, Multiverse Developers Forums |