Improving the graphics subsystem of the Worldforge Ember client

OData support
Dr. Umenhoffer Tamás
Department of Control Engineering and Information Technology

The MMORPG (Massively Multiplayer Online Role-Playing Game) games have started to dominate the game industry over single player games in the last decade. However these games were getting more and more complex every year of development, which limited the market to only a few big MMORPG games over time. Others couldn’t survive the continously growing challenging demands of the users.

This drives the development cost so high, that companies doesn’t think it’s worth investing in.

Worldforge project is working since 1998 on an engine, which is abstracting the complexities and makes it simple and fast to achieve anyone’s MMORPG game development goals. However the graphical front-end of the client uses outdated technologies. So I would like to bring the graphics front-end to the level of the current game engines used in commercial games. My work includes reducing the rendering time of complex scenes and improving graphical quality.Reducing the rendering means that more objects can be rendered on screen. I will achieve this with my own Mesh reduction and skeleton reduction algorithms. I'm also reducing character animation overhead with hardware skinning.


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