GMUVE for Games
The original concept for GMUVE came from a desire to write a game engine specifically designed for use in MMPORPGs. I originally came up with the basic ideas around the time that Ultima Online was going into Beta. GMUVE has a number of unique concepts that will make it better than what has been done in the past.
All other MMPORPG currently available are platform limited to Windows and occasionally Macintosh.By being written in Java and using OpenGL for its graphics, GMUVE will be cross-platform. This cross-platform capability was a key motivating factor in deciding to write GMUVE in Java.
A problem with many MMPORPGs today is that as they get older the graphics begin to look dated. One of the goals of the GMUVE rendering engine is to have a modular system that allows new features to be added and maintain backwards compatibility with older features. Thus allowing new content for the game to use new rendering technology along side older content.
Another feature of GMUVE that will help fight the aging affect of software is that 3D models used for GMUVE should be created at full resolution (i.e. not limited on polygon count). GMUVE will use a Level of Detail algorithm to dynamically create an appropriate polygon count model from the original for each user. Thus the faster the machine the better the models will look in the application.
GMUVE will have voice chat features built into the application framework. These features will be configurable for each application of GMUVE and can be turned off if desired. In fact many of the features of GMUVE are configurable and can be used or not used as the application creator desires.
For those people coming from the MUSE, MUD, and MOO world; GMUVE is designed to be a graphical MUSE, MUD, MOO. GMUVE will support a rich scripting language which will allow users to create content. The security system built into GMUVE will allow fine control over what capabilities users have to manipulate the environment.
