Client FAQ
From Multiverse
| Using the Multiverse Client |
|
Install & Run • Supported Graphics Cards • Release Notes • Client FAQ • Troubleshooting • Connecting to a World • Client Metering • Using the Client Log File • Debugging Client Errors |
| Reference |
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Command Line Syntax • World Settings File • Patcher Page Reference • Client Logging |
For help with problems running the client or connecting to servers, see Client Troubleshooting.
General questions
Is the Multiverse Client built from scratch, or does it use an existing 3D engine?
The Multiverse Client uses a customization of the Axiom 3D rendering engine, with significant additions and modifications.
How much memory and disk space will the client machine need to support large game worlds?
The client's memory and disk space use is largely independent of the size of the game world. The client executables are only around 10MB.
How do developers customize the client for their games?
There are many levels of customization possible. The simplest level of customization is to substitute different art assets like the user interface graphics and object models. A more advanced level would use Python scripting.
Will the client maintain a persistent cache of game assets, so it doesn't have to download them every session?
Yes, the client maintains a persistent cache of game assets.
Will it be possible to play an intro movie or cut scenes?
We haven't built that functionality into the current beta, but this is planned for the future. We recommend using in-game cinematics until then.
How do client-side plug-ins work?
We will release more details on client plug-ins soon.
What sort of animation system is used?
Currently skeletal animation is the main system for animation. We plan to add morph animation support later. You can use vertex shaders to provide additional animation effects such as water.
Rendering capabilities
What are the rendering capabilities of the client?
The Multiverse client supports the use of shaders, including custom shaders. The client does not have a compositing framework, so post-processing shaders (e.g. infravision or glow) are somewhat difficult to implement.
Does the client support advanced graphics features like bump/normal mapping?
The graphics engine supports bump and normal mapping as well as other effects using vertex or pixel shaders.
What shaders are available?
We have a number of shaders available for the most common tasks. Some examples:
- Normal map (with or without specular map)
- Hardware-based skeletal animation
Some other shaders that we plan to implement include:
- Shader that supports older-style bump maps
- Shader that supports a specular map without a normal map
- Shader demonstrating reflection on a surface (or mirrors)
Developers can also write their own shaders as required.
What is the maximum texture resolution?
There is no limit on texture size in the engine. You are limited by memory on the graphics card, and the number of visible models in the scene. If your game will have lots of people on screen, all with different equipment that has its own textures (like outside the Ironforge auction house in WoW), then you will want to limit your textures (for player armor) to be fairly small (512x512 or less, probably).
Does the client support high dynamic range lighting?
That's not built into the current client, but it's on the roadmap for future features.
Does the client support particle effects?
Yes, we have implemented a range of particle effects.
Does the client do view culling or support blocking volumes?
The client currently does view frustum culling. We have plans to implement more aggressive portal based culling in a future release. For general information on geometry culling, see Geometry Culling in 3D Engines.
Categories: Client | FAQs
