Pure Java full-featured multi-player gaming systemPluggable, configurable game engineDistributable, load-balancing, "world engine".flocking, Genetic Algorithms and neural networks3D clients, ZMUD(tm) clients, regular TELNET access (TCP/UDP
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Mituen Progress Report - April 2, 2005 JMituen and XMUD are now more tightly integrated, and I've begun retrofitting the JCharacter classes to handle CStatePlayer more directly...which is nice because I'll be able to preserve and yet extend the existing character storage routines to simply handle whats already being distributed :) I've gotten multiple clients logged in and able to view each other moving in the 3d engine, which is nice although a little buggy still. I now have to figure out how to fit the new ObjectManager into the loginCharacter schemes. I honestly don't think it's going to be as difficult as it seems at first..I have a planned solution, anyway. I think I am close to recruiting somebody to help setup the automated CVS build process, and as that begins I will begin working on an automated process to pull the last succesful build from sourceforge right to the mituen.net domain....round trip, iterative development will be in motion, which should make it even easier for more people to jump in and help out. A JNLP (WebLaunch) client will be set up about this time, making it easy for people to jump in and test (play?!) As of tonights CVS update, J3dSwingFrame has been replaced by J3dClient. Also, UniverseManager has merged forces with xmud's engine (g_engine) to become Engine (I may rename this to GraphicsEngine later). However, you still execute the server with JMituenEngine. Both the server and clients use g_engine now for 3d calculations, and other than a few more if (display)'s to be added, the server will calculate the 3d without having to actually render anything. I'm on target to have all this setup work done by this June, and then to have real alpha testing with a playable game a year from this June.
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