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Dev Environment Installer Available! on Mon, 19 Sep 2011 21:22:01 GMT

Probably the biggest barrier people have to helping out with MV3D is getting a development environment set up. It's pretty easy (on Windows) to run from the prebuilt binaries, but those don't allow you to edit the source code. As of today, a Windows install package for the development environment is now available! This includes:


  • Python
  • Panda3D
  • Ogre3D
  • All of the prerequisite Python libs.
  • Combinator - a tool used to manage development with MV3D's dev process.
  • Directx and vc redistributables.


There are a few caveats though. You must pick either Panda or Ogre3D. Although it will install both, one of them won't be fully configured since there's only one active Python install. Also, there will be many sub-installers that come up. Make sure to choose the default options on everything with those.

Finally, and most important. Do not use this if you have an existing Python installation other than Python 2.6 in C:\Python26! It will mess up your current install otherwise.

Thanks,

Mike

MV3D 0.60 Released! on Sun, 07 Aug 2011 19:28:47 GMT

We are pleased to announce the release of MV3D version 0.60! This release focused on scalability of worlds and includes support for splitting a single area across multiple server processes with automatic load balancing and redundancy. Areas can now be connected together using gateways to build worlds limited in size only by the amount of available hardware. The Overseer Cluster Management tool was upgraded in order to better handle many processes across multiple physical servers. Camera controls across all content tools have been unified. Better support for Panda3D clients was added as well.

MV3D is an open source virtual world and multiplayer game framework written in Python. It was designed with scalability in mind and is able to distribute a world across as many servers as needed while dynamically balancing the load. The simulation framework is not specifically slanted towards any one genre of online game, and can just as easily be used for a space game as a fantasy setting. Objects on an MV3D server are simulated using the ODE physics engine. A single server can host thousands of simulated objects. MV3D can use either Python-Ogre or Panda3D on the client for visuals.

For more information on MV3D and this or future releases, please visit the website. The full release notes for version 0.6 are available online as well. For further inquiries, feel free to stop by our IRC channel on irc.freenode.net #MV3D.

Video and screenshots of our new Demo World, the Town of Wellston:




Retrospective:


What Went Well:

  • Last minute shader and dynamic light support!
  • The client is now authoritative for its movement which means things are much smoother.
  • Fixed some crazy bugs including a few with the persist code which were pretty serious.
  • The persist upgrade system works as designed! The old demo world's databases were automatically updated with no intervention or errors!
  • New Ogre .scene import functionality in Builder is pretty awesome and saved hours of work on the demo world.
  • New triangle mesh colliders including automatic converter from Ogre/Panda meshes makes indoor world building much easier.
  • The new representation file format is a definite win!
  • Official support for Panda3D client and tools on Linux.

What Went Less Well:

  • Client movement is still jerky (but at least we know it's a client only problem).
  • The release took 2 months longer than expected.
  • Panda3D support is still not 100% there. Missing: sky, animation, and terrain texture splatting.
  • The tool workflow needs to be simplified.
  • Linux support for Ogre3D is still lacking due to inability to successfully build Python-Ogre.

Release 0.70 Planning:


The next release will be 0.70 and is focused on tightening up the toolchain as well as adding new client side features. The current list of tickets planned is available here. We will be meeting on #MV3D to go over the plans for 0.70. I'll post a comment here when we decide on the time and date.

Testing MV3D v0.60 on Tue, 19 Jul 2011 01:25:10 GMT

The next release is nearly ready. We're looking to get some people to help with testing before officially giving it the thumbs up. You can grab the latest binaries and check it out. The demo server will be updated over the next week, and expect to see a new and improved demo world. Here's a little preview:



One exciting thing you'll notice with the binaries is that there are now Panda client and tool binaries for Windows. You'll need the Panda3D runtime installed to use those.

Look for the new release in the next week or so if all goes well!

MV3D Goes Beta! on Sat, 19 Feb 2011 20:26:24 GMT



MV3D 0.50 has just been released! This release took quite a bit longer than intended and ended up being 2 months late. On the flip side, there's a lot of new functionality such as support for the Panda3D rendering engine and a path-finding system for NPCs. In addition, many bugs were squashed and the performance problems of the last release are pretty much gone.

What Went Right:


  • Panda3D support is great!
  • The NavMesh + A* path-finding system is pretty much industry standard and includes automatic NavMesh generation.
  • A client Patching System is available complete with patch building tool.
  • Documentation. There is now a User Manual.
  • 50 bug tickets closed! This is the most stable release to date.


What Went Wrong:

  • Underestimated the time it would take to write a fully functional NavMesh generator, which extended the release by 2 months.
  • Started documentation too late in the project (this isn't specific to this release).
  • It is still pretty hard to configure a whole cluster. This will be addressed in the next release.
  • MV3D's tools could use a polish pass and more documentation.


I'm very excited about the next version as well. One of the planned features is splitting up of areas across multiple servers. Another big push is for making MV3D more accessible to new users. Part of that is expanding the user manual as well as simplifying configuration.

For more information on MV3D, see the website at www.mv3d.com, or the release notes. There is also a #MV3D chat room on irc.freenode.net which has been getting more use lately. If you don't have an IRC client such as mIRC, Pidgin, or Trillian, you can use the web interface.

MV3D 0.44, 0.50, and beyond. on Tue, 28 Sep 2010 03:08:49 GMT

MV3D 0.44 is ready, and 2 days ahead of schedule! The release was focused around building an asset tool-chain to facilitate adding content to MV3D worlds. In that respect, it was an outstanding success. The sprint only lasted about 3 months, which is a lot shorter than most MV3D releases. I'd like to keep up that pace moving forward. The most amazing thing to me for this release is that for the first time, you can spin up an server and populate it completely using tools!

The Good:

  • Solid asset tool-chain!
  • Much more stable than 0.42.
  • Guide (the GUI data-binding library) is awesome!
  • Overseer cluster manager really speeds up iteration time and should really help managing servers.
  • MV3D's Client now works on Linux!
  • Users can download server, client, and tool binaries for Windows which makes it incredibly easy to try out MV3D.
The Bad:
  • Performance is pretty horrible on the client and server.
  • More tools still needed. Plus, the new tools are just at a bare minimum state.
  • Even though there were many bugs fixed, quite a few big ones remain.
  • Not enough work was done on guidece and guideweb, the CEGUI (in game) and web versions of guide respectively.
  • Even with the GUI, it's still really hard to set up a cluster of MV3D servers. Partly due to bugs but mostly due to all the settings that have to line up exactly.
  • Still some bugs that can cause datastore corruption on upgrades.
All in all, it was a solid release and a lot was done in a short time. For next release, which will be 0.50, the current plan is bugfixing, performance, and properly functioning areas with gateways.

Including the plans for next release, there are a few major features missing which are required for a 1.0 release. The ones I am currently aware of are load balancing an area across multiple servers and pathfinding AI. I'm starting to put together a roadmap for these. It will be updated more soon.

Head on over to MV3D and get the new version! Binaries will be up there tonight. If you are in a hurry, you can grab them hot off the press from the Hudson builder.

New Release and Moar Content
Storage Space
Ship it!
No news is.. Well, no news.
Lack of Windows 64bit support