NAOS Engine
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Latest comments
by Atakan Gürkan
8 hours ago

How can you make planets? Is it hard

by lesa cote
22 hours ago

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Thanks for sharing, the lighting on the wheels and coins is beautiful, very painterly.

NAOS Engine
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The NAOS Engine™ (pronounced like "chaos") is a highly scalable, client/server game engine, designed to support a very large MMORPG. Continuously developed and refined for our own game, Vendetta Online, the engine has been proven through years of usage and expansion

Client engine overview

We’re MMO developers, so we call the “3D/game engine” the “client”, to differentiate from the “server”. Just to clarify for the mobile-reader, this “Client Engine” area basically equates to what most other companies call their entire “engine”. Our engine can be used for anything, not just MMOs, it’s very flexible. Here are a few features:

  • Build targets for Windows, WinRT/Win8, MacOS X, Linux, iOS and Android™. Big and little endian, 64bit clean.
  • C++ based low-level functionality, with Lua on top. Much “game” and UI work can be done entirely in Lua.
  • Fully native DirectX (11 and 9), OpenGL and OpenGL ES 2.0 renderers available; complete separation of engine function calls from low-level APIs, to allow simplicity of future renderer development.
  • Proven UDP game protocol, with custom guaranteed packet delivery, retransmission and sequencing figures. MTU discovery automatically optimizes for connection, proven through a vast number of consumer routers and the greater ‘net (easily user-disabled as well). Custom packet compression can be optimized to the specific stream profile with genetic algorithms. Strong but fast encryption also available.
  • Compressed data file format, allowing all art assets and other information to be rolled into a single compressed file, with optional encryption also available.
  • Portable rendering engine supports progressive/continuous and discrete LOD, gamma correct rendering, material-based and object-hierarchy based scene graphs, multitude of shaders, compressed color and normal maps, animating textures, PNG with alpha, JPEG loading, etc.
  • Optimized OBB and primitive based collision detection system.
  • Physics engine supports polygon soup collision meshes, first point of contact, center of mass calculations, conservation of momentum, etc.
  • Advanced particle/FX system, with hierarchical effect definitions, envelopes, particle emitters may other particle emitters, etc.
  • UI with fully featured interface controls, scroll regions, tree controls, list controls, drag-and-drop, etc.
  • Spatial partitioning implementations via both Octree and Sweep-and-Prune (performance tradeoffs for either depending on usage).
  • Portable sound system with stereo floating-point mixer, arbitrary number of simultaneous sounds, doppler effect, 3D positional sound (outputs to stereo). Integrated OGG/Vorbis support.
  • Platform-specific sound drivers for Linux, Mac, Windows (Wave-out, DirectX, Vista/7) allows hardware features to be kept separate from portable code, simplifies adding new sound support.
  • Scales very well across a variety of hardware (depending on art content used and implementation methods). Vendetta Online can run on a low-end smartphone, and still look cool on a heavyweight gaming desktop. Client engine also applicable to single-player or non-MMO development.
  • Optional hooks for the TeamSpeak 3 SDK (implementations both server and client side) allows for integrated voice chat across all client platforms.

Beyond this, there is an entire art pipeline, with a whole suite of custom tools (available for Win/Mac/Linux) to help artists build and prototype their assets, visual effects, and other features. Custom export plugins are available for 3D packages, etc.

Questions
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