The MUVE Framework

 

 

MUVE is a leading technology gaming development framework for developing the best games possible with today’s technology.  MUVE offers the latest in 3D Graphics Support and Acceleration, Stereo Surround Sound, Enhanced Graphical Effects, Networking, and Multi-User playability over the Internet.

The MUVE framework is made up of 4 core components, and then built on top of the core are various components of game modules to control the specific game dynamics.  The CORE components include:

·        The Graphics Engine

·        The World Manager

·        The Server and Networking Core

·        The Physics and Animation Engine

The core system provides leading edge technology, extended capabilities along with a customizable architecture to deliver the best games in the industry.  MUVE is being designed to run on; Windows 98, Windows 2000, and the Microsoft X-Box.

The MUVE Engine

·        What's so special?

o       Scalability from standalone single player to Massively Multi-Player and Persistent Games

o       Dynamic Load Balancing across servers

o       Multi-Threaded

o       Parallel Processing

o       Inter-communications subsystem

o       Dynamic, Remote Scheduling

o       Tune-able on the fly

o       Self tuning

o       Can be scaled or rebalanced dynamically

§         Servers can be added and removed on the fly

o       Seamless world transitions

o       Virtually unlimited world sizes

o       World data stored, manipulated and delivered dynamically

o       Delivery of dynamic game data in real time

o       World can be changed on the fly, and immediately affect players

o       Game and World objects can be delivered in real time including:

§         Models

§         Textures

§         In-game objects

§         Weather changes

§         New World events

§         Rule changes

§         Can affect hunger, sickness, item availability

§         Dynamic scripting of AI for non player characters and objects

o       The WORLD as used here, is not necessarily a planet, but a whole universe

§         Planets

§         Space stations

§         Galaxies

§         Jump gates

§         New planets can even be added dynamically, to grow the game World nearly infinitely.

o       Data compression

o       Data encryption

o       Server side game rules

o       Server side game data validation

§         Validating data on the server prevents HACKING

§         A character cant report it has a weapon if the server doesn’t know about it

§         A character can’t report it hit a character.  All it can do is report it attempted to hit a character, and the server determines the final say

§         Characters can’t claim to have items or to magically appear in certain places or to do things that aren’t natural.  With the server having final say based on Server side business rules, no hacking is possible

o       Server side policing of data and flooding will prevent flooding attacks

o       If a client is deemed undesirable, the server will refuse further requests from that client

o       Option to maintain known bad client connections in a separate world such that client can stay connected virtually indefinitely and not affect the real game world, and be unknowing to the situation

o       Encryption should help prevent end-user robots

o       Built on many proven technologies

§         Leverages technologies designed at Berkley

§         Real world proven technology used by IBM DB2 and Informix XPS (Extended Parallel Server) technologies

§         Build for speed, parallelism, multi-tasking and above all else, loosely coupled technologies

o       Designed for NT, Linux and traditional UNIX environments, offers the most flexibility in scalability, robustness, redundancy, and scalability

o       True portal technology

§         All rooms are portals, all objects and be portals, everything is a portal

§         True portal engine in the absolute lowest form

§         On ground and in space, open areas are split into portals using a box-tiling methodology

§         Ground or space and virtually extend forever

§         Only necessary portals are examined dealt with

§         Coordination to the client, to instruct the client what portals are needed and what portals aren’t

§         Coordinates character movement so clients don’t need to deal with characters not in their area

§         Deals with parent objects so clients don’t need to be concerned about characters or objects in nearby portals when those portals are closed off (A capital ship containing thousands of players would appear only as one object, the capital ship, to other ships in the same quadrant).

§         In-game communications systems allows clients to communicate using in-game devices, so a character in one ship can communicate with another character in another ship or on a planet, even though the other ship is closed off or planet is far away

§         With no BSP, Quad, or Octtrees and no other limiting data structures, the pure portal engine can defy physics.  Entire cities can evolve out of a small doorway to a seemingly small corner nook.  Or a small cave and expand seemingly beyond the boarders of the hill side, or a vehicles interior can appear much larger than the limited model of it’s exterior appearance.  This provides the utmost flexibility to the artists and designers by removing all constraints and allowing their imaginations to run wild.

o       World system is so dynamic and flexible that there can actually be millions of planets, and systems.  A single Galaxy can have a planet so far away it doesn’t show up on any radars and isn’t near any jump-gates, and could require days of travel in darkness to reach it.

§         This presents a new scope of possibilities, requiring players to uncover clues to solve the true mysteries of their universe. 

§         Unlike other games, the whole Universe isn’t known ahead of time (unless the developer chooses)

§          Different galaxies might not know of other galaxies, and players might not meet or cross paths for months or years

§         Hidden planets and jump-gates far off in the reaches might tell of hidden treasure, secret journeys or long lost mysteries

o       Single planets can be virtually thousands of miles large, with the entire planet rendered in it’s entirety

§         The server manages the planet details

§         It tells the client what is important in the players current area

§         Only the necessary data is therefore loaded and rendered

§         No levels exists EVER, everything is seamless

§         As traveling players come and go and as objects move around, the server knows all, and updates the client only when necessary, so the client is NOT affected by things happening elsewhere.

§         NO BSP, Quad or Octrees, or other limiting constraints of old technologies are used.  Everything is dependant on the most modern and revolutionary formulas, techniques and structures to provide the best possible experience

o       No need to ever separate the universe into smaller worlds or separate the players into distinct servers pools.  Everything is completely dynamic such that no area can ever get overwhelmed with too many players.  Not only are multiple servers used to manage crowded areas, but the areas managed by each server is decreased as small as necessary with as many servers as available to always guarantee the minimum thresholds are met.  Prior to any server ever running out of resources, the admin consoles are notified of various and definable thresholds to prevent any catastrophic situation.

o       Self-repairing servers can identify problems and shut corrupt threads down and restart threads dynamically to minimize vulnerability and maximize availability.  Also, during serious corruption the server can shut itself down in it’s entirety, coordinating a global server process restart minimizing vulnerability and corruption even further.

o       Dynamic load reallocation allows other servers to resume the workload of any shutdown or unavailable server, minimizing end-user problems and maximizing end-user enjoyment.

 

By utilizing the industries most proven, scalable and parallel processing architectures, and by building the most robust and dynamic gaming engine around this architecture, 3DMUVE has developed a revolutionary product suited to develop the largest and most in-depth virtual worlds ever conceived.  With the ability to scale seamlessly as more users are added, the number of players in a single world will be virtually limitless.  

 

Numerous Patent’s Pending