

It's a generalization of the WAR character art system (which I wrote), in which all the models attached to a character (gloves, boots, helm, etc.) were merged into a single unique per-character mesh so it could be done in one draw. The plan is to stream multiple meshes into a single vertex buffer, and then fire off one draw that covers 10-20 characters at a go. Phase two, which I'm working on RIGHT NOW, is to reduce that number of draw calls.
CAMELOT UNCHAINED UPDATE
There were 10,000 individual DrawIndexedPrimitve calls going on, plus an update to set up new bone positions for each one. Speaking as the guy who wrote it, it wasn't using instancing. We love some of the off the shelf engines out there but our focus has got to be on an engine that can handle the load of ton of players even if it means it isn't as pretty. Is it a bit scary, yes but Andrew has built engines before so.Īs of now we are going to build the engine from scratch. I'm not totally ruling out using an engine but when you've seen most of the MMOs created with the "usual suspects" they all tend to choke a bit under decent load. In terms of technical reasons, what it boils down to is that there are some awesome engines out there but most of them are geared to looking great even in a multiplayer game but we need them to be able to handle a MMO where RvR is everything. Since I intend to have a lower than average sub price, a large amount going to an engine maker is not a good decision. On the financial side, some of the engines that are interesting want a nice chunk of the subscription fee.

Second, as to other engines there are both financial reasons preventing us from using some of them as well as technical concerns. Now, could we use it for prototyping? Yep, we are already doing that. However, there are limitations with it and if we were making a PvE game, we probably would use it but based on the tests we've run on it, that wouldn't be our first choice for a live RvR game. Source: Kickstarter Overview Engine Progressionįirst, we are currently using Unity and it's a great engine and we've really pushed it a lot.

Tech Director and lead programmer Andrew Meggs is spearheading the creation of our internal Unchained Engine. Fast and Light Meet the Camelot Unchained engine-1
