Hello all,
My name is Stefanos (Stef for short), a full time worker and a part time student near the end of a CS degree with interest in game development (mostly server side) but without any experience.
First of all i would like to thank all community's members for the efforts to keep alive Multiverse. Second please bare with me for the lengthy post and questions but before the questions i also would like to state that Multiverse as open source project, is a very good resource for inexperienced people (mostly programmers) about game server architecture.
To the questions...
1. Are there any experienced developers (considering Multiverse) among the community? I picked that as a first question because i think some of the following questions may require technical knowledge (sorry if sounds little rude
). Also it would be good to know who to chase for answers
.
2. I searched the wiki about .mvw file specification but didn't find anything. I would like to know how such map files can be generated, say if i need to develop a new tool or integrate with a tool like Unity3d.
3. Following the previous (2) question, how the world server handles object positions. Is it authoritative or relies to clients about player's position (X,Z and Y)? Does it uses some kind of prediction system?
4. Again following the previous (2 & 3) questions, how the server(s) read such files? I mean that if the server tells the client where everything must be in the world, how the server knows the world, X, Z and altitude of objects in relation to maps?
5. This is about the client (World browser). I have successfully deployed a master server and the rest of the servers into a server box i own and am trying to login to the sample world. From the logs and the client i can tell that the login process is successful but while the client loads throws exceptions about invalid assets? It complains about
Invalid assets repository. So i cannot log into the world in order to confirm that i have a stable development environment.
6. Has anyone managed to setup server code to Netbeans (and how) since i would like to avoid Eclipse if possible.
7. Any tips about building client side and tools with VS 2012 would be helpful. I've tried without investing much time but bumped into many dependency errors.
8. Are there any plans considering the development, that is ideas, issues, roadmap and designs? I would like to participate in the development process (have tiny experience with Java from University modules, currently doing small projects in Python, have done some C# - WinForms - Entity Framework programming and shell scripting).
9. Are there any plans moving the client toolset to other platforms like Panda3D or Unity3D? Panda3D is natively cross-platform so as Unity3D. Also there is much hype around Unity and this means many resources such as community, code, assets, etc. It would be a major step but considering the pros it may be worth it. For example Unity has been proved to be easy but high quality tool currently running on Windows and Mac which can deploy to Browsers, Windows, Mac and Linux. It has ready made editor, probably the only major things for start should be a networking interface to talk to MV server and a toolset to export to the correct formats.
Panda3D provides simplicity (Python on top of C++ engine), cross-platform development and deployment. Major drawback is the lack of a map-scene editor which with some effort could be made.
In both cases i would like to help.
As for my current setup, the server(Ubuntu 12.04 LTS server 64 bit) uses Java1.7. I tried to run the client with no succes as mentioned in my questions with Windows 7 32 bit and Windows 7 64 bit (had to install Dx9 2010) in order to run.
Sorry for the long post and language (English is not my native language),
any answer - knowledge is welcomed and much appreciated!
Heads up for the community and the project, a major resource and opportunity to learn about networked games technology.
Regards, Stef.