Glossary

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This is a glossary of terminology used specifically with the Multiverse platform. For general MMOG terms, see

For game engine terms, check the Ogre Lexicon. Not all OGRE terms will apply to Multiverse, but given that Multiverse is built on top of OGRE, many should apply.



3ds Max Exporter Tool
Graphical tool to export modesl from 3ds Max directly to Multiverse mesh format.
Account
A user's data specific to a particular world. Every developer has the option of maintaining his own account system. This is distinct from a user's Multiverse account, that enables them to access all worlds in The Multiverse.
Affector
For a particle effect, modifies the particles over their lifetimes; for example, a linear force affector simulates the effects of wind or gravity.
Asset Importer
Tool used to create an asset definition file for world assets.
Asset Packager
Tool used to create an asset repository based on assets in a World Editor world file, plus any extra dynamic assets.
Asset repository
A directory containing all the media assets for a world (in appropriate sub-directories), including 3D model mesh files, textures, particle and shader scripts, fonts, icons, sounds, and so on. Must contain an AssetDefinitions directory, with an asset definition file for each asset in the repository. For the Multiverse Client also requires, an asset repository to have a manifest file, mv.patch, that specifies which assets it needs to download.
Asset definition file
An XML file with a .asset filename extension containing the definition of a single gameworld asset. See Asset Definition Files for more information.
COLLADA
An industry standard format for exchanging 3D models. The name stands for "Collaborative Design Activity". A COLLADA file has .dae (digital asset exchange) filename extension.
Compositor
A shader-based filter applied to the entire scene to create special effects such as motion blur, heat vision, or high dynamic range lighting. A compositor is defined by a compositor script.
Conversion Tool
Simple tool used to convert a file in COLLADA format to Multiverse format.
Coordinated Effect
A group of visual and sound effects that execute together as a result of a single specified event. A coordinated effect can include animation, decals, particle systems, sounds, and projectiles.
Character
The expression of a user in a game. Also known as a player-character (PC) or an avatar.
Demo World
Live demonstration world running on the Multiverse platform. Open to anyone who downloads and runs the Multiverse Client. Previously referred to as the "Social World" or MV_SOCIAL.
Emitter
For a particle effect, defines the area from which particles emanate. Multiverse supports the following emitter types: Point, Box, Cylinder, Ellipsoid, Hollow Ellipsoid, Ring.
Gameworld
See world.
Leaf-Node
Quadtree Nodes that have no children.
MARS
Multiverse Agnostic Rules System: a set of server APIs you can optionally use for game mechanics such as combat, crafting, and leveling.
Mob (mobile object)
A character or creature controlled by a world server. A mob's behavior is controlled by AI (artificial intelligence) programming, though it does not have to be sophisticated.
Model Viewer
Tool used to view 3D models that can be imported into Multiverse worlds.
Multiverse, The
The totality of all the worlds and universes in the Multiverse Network.
Multiverse ID
A user's single overall account, used for billing and age-authentication. A user must have a Multiverse ID before accessing any world. Information from a user's Multiverse ID is not shared with developers, except for ID validity and age.
NPC, Non-player character
See mob.
Object
An object is any virtual item, represented by a 3D model. Objects may contain additional objects.
Oid
Object identifier, a 64-bit number that is used to uniquely identify objects in the system.
Player
See user.
PC (player character)
An online persona controlled by a real person (player). Also called an avatar.
Quadtree
Quadtree is a dynamic partition of a zone into four equal quadrants.
Quadtree Nodes
A quadrant of a Quadtree. Quadtree nodes can be further divided into four equal size nodes and can continue to do so until none of the nodes exceeds the object limit.
Region
See Quadtree Node.
Sampleworld
Basic example world packaged with the Multiverse server.
Terrain Generator
Tool used to create a world topography for The Multiverse platform.
User
The physical person who sits at a computer, playing a game, as distinct from the user's characters. Also called a player.
World
A specific, persistent instantiation of a game. On the Multiverse platform, a world requires one world (.mvw) file created with Word Editor, and one or more terrain files. Additionally, a world has a set of scripts to configure and define mobs, objects, quests, and so on.
World Editor
Tool used to create worlds for The Multiverse platform.
Zone
A zone is a subset of a world controlled by a single world manager. A world may have more than one zone. Zones are the highest level concept of virtual geography in The Multiverse and are defined by a three-dimensional grid of integers. Zones are separated from one another and require loading time for when a player character transfers from one zone to another.
Zoning
Zoning is when a mob moves from an area controlled by one world manager to an area controlled by another world manager.
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