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LWN: The Worldforge Project: A Gamer's Perspective

Mar 19, 2000, 16:11 (0 Talkback[s])
(Other stories by Douglas Sundseth)

"An open source "Ultima Online" with the artificial intelligence (AI) depth of "The Sims"? That's the promise (or at least the goal) of The WorldForge Project. Headed by Bryce Harrington, a NASA programmer "in his spare time", this group project is generating huge amounts of documentation and copious quantities of code."

"Their FAQ describes this as a "very ambitious project" and warns that we will "... probably have to wait until 2001 at least before [we] can expect a '1.0' release of the game engine". They're looking for testers of their game engine and games right now, but they warn that, "... anything considered 'stable' at this point in the project probably doesn't do very much"."

"As with most massively multiplayer games, The WorldForge Project will use a Client/Server architecture. The server will manage player character (characters directly controlled by players or PCs) interaction, world events, and the actions of characters not run by players (non-player characters or NPCs). Each player's computer will run a client application, which will handle graphics and sound generation for that player, based upon data from the server."

"At present, they only intend to produce server software for the Linux/UNIX environment, requiring a Pentium II with adequate memory. They do intend to produce client software for other operating systems, with an apparent focus on the Windows environment first."

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