Progress update

clock August 8, 2008 22:55 by author Rich

Hello everybody!

As you may know, our blog's been unavailable recently - this is because we've been upgrading to a new host. We're back and better than ever! We've been working on getting our main website up and running, and also going full steam ahead on the MMORPG and Realmcore.

We're currently working on a powerful GUI system for the engine - this will be a critical element of the MMORPG, seeing as the majority of the player's actions will be via the on-screen interface.



.NET / C# vs Java

clock April 15, 2008 05:15 by author Rich

Here at Realmware Entertainment, we've received numerous questions as to how we've found the transition from Java to C#, and why we decided to do it in the first place. We've therefore decided to post this article about our experiences, to answer these questions publicly. More...



Direct3D and OpenGL.

clock April 15, 2008 01:31 by author Mark

Just another little update. The client engine (Realmcore) is busily being written to take advantage of both Direct3D 9 (10 to follow!) and OpenGL renderers.

We're aiming at producing a completely seamless rendering system, aimed for deployment on a multitude of platforms, whilst still providing the software developers using the engine plenty of opportunities to customise things. Windowed and fullscreen support is already partially implemented, so we can look forward to some much larger changes in the weeks to come!


Realmcore and Shardcore

clock March 30, 2008 17:20 by author Rich

Just an update to let everyone know we're still working on the MMORPG - I know you're all so excited about it! With the move to C# and the like, we've been redesigning the structure and architecture of the game.

Thus we are now working on a reusable, modular, extensible and flexible game engine! The client engine will be known as Realmcore, and the server framework will be known as Shardcore (at least for now). Both will be cross-platform, genre-agnostic and scalable.

I'm very much looking forward to what we can do with these engines!



Porting to C#

clock February 22, 2008 04:13 by author Mark
Just to keep everyone informed, we're currently in the process of porting all of our MMORPG code from Java to lovely C#. This is already bringing about significant speed boosts and productivity gains, whilst still allowing platform-independence via implementations of the CLI such as Mono.


The first batch of screenshots from our Java MMORPG!

clock January 18, 2008 02:50 by author Mark

Our Java MMORPG is coming along and we've just taken some screenshots, check them out!

The first version of the login screen.
The new and improved login screen.
More of the revised login screen.
The character selection screen.
The player.
The first NPC.