Mogre+mmorts

noobs

06-11-2009 13:12:46

We have been thinking about making an mmorts, and sins we don't have the money for expensive middle wares, we came across ogre.
I have my suspicions that well have to work hard whit ogre to get a decent frame rate when we have a thousand units in one battle(even if it never happens is should be possible).
My questions follow
1) Is this realistic whit the ogre engine? Sins it's a rts the polygon count on the models wont be that high.
2) would it be better to use a physics engine to calculate the collision detection to the ground, or use camera rays to set the hight of the the unite so that it matches the terrain.?
3)Does the Editable Terrain Manager work whit mogre? We wan the world to be able to live and change.

Any links to good text about these subjects are also welcome. :D

AndroidAdam

14-11-2009 18:14:18

1: Ogre can definitely handle an RTS style game. You're hardest challenge will be networking code for an MMO.
2: It's kind of up to you and how much detail you want to put in. If it's going to be extremely detailed using a physics engine would be a good idea.
3: There's something called the Manged Editable Terrain (MET) for use with Mogre that should work for you.

Something to remember is that it's every body's individual computer that handles their individual graphics, so it depends on your users hardware on many units they can realistically render at a time, but OGRE is a good choice for this. What you'll have to worry the most about is lag when 1000 units meet.

Do you know C#, or any other .net language in any case? If this is your first game creation endeavor I highly recommend that you don't start with an MMO. Unless you have extensive knowledge with networking and programming. Start simple and work you're way up.

noobs

15-11-2009 10:57:26

1: Ogre can definitely handle an RTS style game. You're hardest challenge will be networking code for an MMO.
2: It's kind of up to you and how much detail you want to put in. If it's going to be extremely detailed using a physics engine would be a good idea.

Well it's an rts so no one will pay to much attention to the detail,i have been doing some testing and whit 1000 robots(standard ogre robot.mesh) and ray tracing, my first core goes to 100% while the other one idles, same thing whit physics engines. And the results are not promising when i look away i get 15-30 fps just doing the ray tracing operations, there is some optimization to do whit threads and so on.
Well my rig cant handle torchlight either so it's doesn't say to much about the performance. I got some more promising results whit PhysiX but it seams a bit over kill for an rts, well you would get rag dolls ans stuff when they die i suppose.

3: There's something called the Manged Editable Terrain (MET) for use with Mogre that should work for you.

I'll check it out.


Something to remember is that it's every body's individual computer that handles their individual graphics, so it depends on your users hardware on many units they can realistically render at a time, but OGRE is a good choice for this. What you'll have to worry the most about is lag when 1000 units meet.

Well thats why there is system requirement. We'd like to keep them as low as possible, ogre did handle the graphics amazingly well in my tests. And then there is the server that will just pass the information on the the other clients it will do some path finding checks (To detect some cheating attempts) but most things will be calculated on the client. It will be hard work i know. But one must dream right.


Do you know C#, or any other .net language in any case? If this is your first game creation endeavor I highly recommend that you don't start with an MMO. Unless you have extensive knowledge with networking and programming. Start simple and work you're way up.

Well we are int planing stage still and looking for options and doing some research, we would have wanted it cross platform and written whit Scala (had to give that up due to the fact that Ogre4j is not that up to date) so we started looking at mogre. We will probably start whit a single player game and work our self up from there, well plan it so that it will not be any big leaps except the big ugly monster that is to become the net code :P .A project like this does not jump up whit out the proper financial foundation, so we will have to get some money from the single player game (or so we hope).

Thanks for the response. I thought there be more flaming going on here. Well it's nice to se a serious community

AndroidAdam

15-11-2009 19:53:31

Just so you know Mogre actually isn't cross-platform, unfortunately. The problem being that Mogre uses some native c++ whenever it runs into an IJW problem so mono can't run it.
Also, just out of curiosity, is English is your natural language?

noobs

15-11-2009 19:59:11

No i know we abbandond that side of the project. No it's not my natrual language.

AndroidAdam

15-11-2009 20:05:55

You're English is actually very good; I just noticed that you consistently spelled with "whit" and just wanted to give you the benefit of the doubt.
Anyway good luck with your project hope to see something soon.