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Added: Oct 18, 2008
From: googletechtalks
Duration: 58:39
Google Tech Talks October 16, 2008 ABSTRACT An MMORPG project is challenging for any development team, let alone a distributed team of "amateur" volunteers. This talk will explore the internal design of the FOSS MMO project called PlaneShift, and how that design was influenced by the strengths and weaknesses of the team structure and the community. Topics will include server design, network topology, NPC AI and management and player security, among others. Speaker: Keith Fulton Keith Fulton is the CTO at ChoicePay, Inc. in Tulsa, Oklahoma which is an electronic payments company. In his spare time, he has been the principal architect on the PlaneShift project since 2001, along with dozens of other contributors. PlaneShift has over 500,000 registered accounts and maintains a small, tight-knit community of players, fans and developers. The game is entirely written in C++ under the GPL.
Channel: People
Tags: education engedu google googletechtalks talk talks techtalk techtalks
fintaposta33 Says:
Oct 24, 2008 - Great project! Thanks for sharing some internals for us. Keep up good work!
Iyukine Says:
Oct 25, 2008 - Im afraid its not that simple my friend.. 'there are huge bugs that would be easy to fix' if that were the case, why dont you fix these then?
loufoque Says:
Oct 25, 2008 - How can I fix quests when I don't have access to their source? By infiltrating the planeshift official server?
Tuxide Says:
Oct 26, 2008 - Epic nerdrage here, looks like you Peragro Tempus developers really don't have anything better to do with your time! I await the day you silly people grow up.
Hiraghm Says:
Oct 26, 2008 - 1)They hate the term "amateur" and they don't value "volunteers", which is probably why there are 4 developers around the world. Is it typical for non-profit MMORPGs to take 8 years to get past beta? He explains very well how much graphics work is required, but not why they drive would-be contributors away. IMO, 2 mistakes; Crystal Space and MySQL. In 8 years, I suspect they could have written their own engine from scratch.
Hiraghm Says:
Oct 26, 2008 - I'd love to see some other team take the open source code, create their own graphics and audio, and create something better than PS. Don't think they can do that with the PS "engine" however.
Khakiis Says:
Oct 26, 2008 - Please don't post misinformation. The PS source code/engine is fully open-source under the GPL. Anyone is free to do what they want with it while complying with the GPL license.
vengeance2001 Says:
Nov 1, 2008 - The average commercial MMO takes about 4 years to build. WoW had 300+ full time employees working on it, so that is 1200 man years. If you are surprised PS takes a very long time, you don't know much about MMO development.
Hiraghm Says:
Nov 1, 2008 - All that tells me is what I already know: Capitalism > Socialism. I'm not at all surprised that PS takes a very long time. I know why. Near as I can figure with the info I have, it seems the WoW developers were at least twice as productive. Plus, PS is nowhere near the quality of WoW, WoW wrote their own engine from scratch, and there was only EQ as an example. So you're saying it took more effort to build the Empire State Building from scratch than to assemble a modular townhouse.
vengeance2001 Says:
Nov 3, 2008 - I'm saying PS has an average of about 10 part time developers (across all teams), which means we have spent about 40 man years building what we have. Which is about 1/30th as much time as was put into the first release of WoW. Have we built 1/30th of WoW? I'd say we might have.
Hiraghm Says:
Nov 4, 2008 - How many man-years have been put into Crystal Space and MySQL? Crystal Space dates back to 1997, so I imagine there are quite a few man-years in its development, which must be added to PS, since, as I said, WoW did not start with someone else's engine. And WoW is more than 30 times smoother and more advanced than PS, with the *quality* of the graphics far more than 30 times as well. My assertion stands: capitalism > socialism. If you had paid help, they'd take the abuse and put in more time.
HazardTower Says:
Nov 9, 2008 - 1/30th... And it took 8 Years to create? So the entire game will take 240 YEARS to complete?!
AHMEDSHARK4313 Says:
Nov 12, 2008 - Since it is open source so it will be a good job to support it not to say we can't if you say you can't then you fail before beginning!!
Faelsun Says:
Nov 16, 2008 - I messed with this in 2002 and again in probably 2004 biggest two things are texure mapping could improve.. but I can imagine since it's in alpha not being high priority right now. A bit of lag as well.. couldn't even fight when i was on it.. just collect gems and stuff.
ViraIVideos Says:
Nov 25, 2008 - lol guess so, laziness is no excuse, and they seem to be plain lazy.
Commanderace Says:
Nov 30, 2008 - I feel bad for that guy. He seemed really nervous and out of breath. I thought he was going to pass out a few times.
soccergod561234 Says:
Dec 10, 2008 - wow lol i feel weird watching a youtube video inside of youtube video -.-
xiz90 Says:
Dec 14, 2008 - Sadly the races in the game is way to "Star-trek-goes-to-a-unknown-planet"-ish..
wildvidz Says:
Dec 18, 2008 - hmmm very cool discussion. I have to say googletechtalks have opened my mind like crazy~!
SwampFrogBlues Says:
Dec 29, 2008 - I play this game off and on I really enjoy it. It's nice to see it get more recognition
Drhacker7 Says:
Dec 31, 2008 - this guy does not give himself enough credit.. he seems like a cool dude and i wish him best of luck
csoriented Says:
Jan 4, 2009 - looking good, cant wait to edit the code!
J593n19898 Says:
Jan 5, 2009 - Get this song at __RINGTONEBRANCH(.)COM__ best site ever!!
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Jan 7, 2009 - Get this song at __RINGTONEBRANCH(.)COM__ ____check it out
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vengeance2001 Says:
Oct 23, 2008 - That is exactly right, sparkloweb. 50 different versions of the same thing is what we are trying to avoid in PlaneShift. However, as one of the engine developers, I would love to see an alternative game created with our engine where the content is under whatever creative content license the alternate project wished to use. We'll support anyone who creates such a project.