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Source Engine Chosen For MMORPG

by Maarten Goldstein, Sep 21, 2004 5:39pm PDT
Related Topics – Valve, MMO, Games: PC

Valve Software sends along this press release, announcing that Half-...no, that would be cool but instead announcing that the Source Engine has been licensed for an MMORPG. Smiling Gator Productions is using the engine that powers Half-Life 2 for their game Twilight War: After the Fall.

"The Source engine is one of the gaming world's premier technologies, we are thrilled about the features it will bring to Twilight War: After the Fall," says Kingsley Montgomery, Vice President of Development at Smiling Gator Productions. "Its combat system, physics, and advanced AI are exactly what we were looking for to enable the exciting features we are developing for our game. We evaluated several game engines and concluded that Valve's was the only choice for us. In addition to being a top-notch product, their support has been excellent."




Comments

18 Threads | 42 Comments

  • Can this engine do vast open landscapes?
    Vast as in, takes at least half an hour to cross on foot, like Flashpoint, Farcry, or Saga of Ryzom for that matter.

    Is realistic physics (and location based damage?) on a massive scale in multiplayer feasable as of yet? I mean, a battle involving several dozens of players and even more NPCs/Mobs (i'm thinking SoR "raids") is not something you'd typically find in an FPS, so this engine probably isn't build for that and if it is, it's questionable if any server hardware exists which can handle it. Isn't the physics usually disabled in Farcry multiplayer?
    Large scale battles are hard enough to pull off without realistic physics, let alone when the server also has to keep track of a load of limbs and debris flying around, and (hopefully) location based damage.