Worldforge System Overview

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What is WorldForge?

WorldForge is a project aimed at creating the framework required to create a virtual world.


Our vision is to foster an independent community, active in the development and maintainance of many unique roleplaying-oriented game worlds, with access to a rich collection of game rules and audio/visual media, a wide selection of server and client implementations, and a standard network communication protocol.

WorldForge's mission is to produce the necessary tools and technologies that will allow the creation of graphically rich games of cooperation and socialization. We strive to blur the distinction between player and maker, and wish to establish a positive community environment for current and future free game developers. Our efforts will culminate in a game, codenamed Belchfire, set in a well-developed gameworld called Dural and using the Circe RPG rule system.

Our strategy is simple: Listen to what players, authors, and artists wish to do, and put the tools in their hands that makes it possible for them to realize their visions.


The components

The backbone of the WorldForge is the Atlas protocol, the language with which all components of WorldForge talk together. On the client side. the Eris library helps with translating the underlying Atlas traffic into client common concepts, such as "avatar", "entity" etc.

The two current WF server projects are Indri and Cyphesis. Cyphesis is an NPC server with advanced AI, and it is meant to log in on the main server once it is up and running. Indri, the "Future Main Server" TM is still in the diaper stage, and thus, as for now, Cyphesis is utilized as full game server. Bad scalability means that Cyphesis cannot be turned into the main game server.

The two current client projects are Sear and Ember. They are based on two completely different design concepts, Sear being fully homegrown, while Ember using existing open source libraries wherever possible. Developing two clients in parallel creates a lot of synergy, and makes it possible to rapidly react to external developments.

In order to reduce world design work and bandwidth utilization, a procedural synthetic world generating library, Mercator, has been designed. The idea is that the world designer does not have to design the world down to the last square centimeter, unless he wants to, and instead defines the world on a large scale, letting Mercator fill in the details.

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