006 – Installing Windows 7/8 From USB to any Netbook

Have to install a new OS on the “dev machine”. Going to try the free preview of Windows 8. Have no DVD drive on the Macbook Air “art machine” so going to pick up a USB drive and an .ISO of Windows 8 and hope for the best. See link for instructions.

http://gizmodo.com/5257386/how-to-install-windows-7-on-almost-any-netbook

005 – UDK Layout Starter Kit

Prototyping and app/game production/design goes MUCH faster when the modular pieces are devoid of the detail of emotional identity (to the user/viewer). Hence The “Layout Starter Kit” (by Chris Newman) for a few months..

http://forums.epicgames.com/threads/735711-LayOut-Starter-Kit/page2

004 – Limerence: What does it mean?

Learned a new word today: Limerence. It is a peculiar type of affection, of perhaps LOVE and infatuation. As the emotional bonds between people are important elements of the game, this is an important word.

http://en.wikipedia.org/wiki/Limerence

003 – One Bad Bitch – and a Queen among actors

Despite my stereotypical love of Pam Greer, my favorite actress is probably Nichelle Nichols. Whether playing the perfectly professional Uhura or the baddest Pimp seen on film (see “truck Turner”). The small article below will teach even the biggest Trekkie something about her.

http://my-retrospace.blogspot.com/2009/09/foxy-ladies-5-nichelle-nichols.html
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001 – September 2011 UDK released

September 2011 UDK released. Among the many improvements is the ability for games to run on Mac OSX http://udk.com/news-beta-sep2011 (also improvements to the foliage editor)

000 – The Why, The How, The When, The What

it seemed silly to have a post apocalyptic virtual world and not have any sort of “who, what, when, where, why” for the game world. i conveniently used terrance mckenna and hp lovecraft to tie together the beginning and end of the virtual worlds together.
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2.8 UMMO Concept Site

This was the original UMMO concept site (2005-2008). I recommend it to learn a bit more about the mature version of our virtual world. There is also an all ages version (free download) to be funded by the mature version of the neopangaia (virtual planet earth). Manhattan is the first city we will release. Please forgive the popup to the nonexistent community page (which is now to be hosted at neopangaia.com)

http://neopangaia.com/about/
for a project overview, visit http://neopangaia.com/concept

2.7 Attack The Block

I first heard about this film when doing some research on fight choreography and action scenes. But since then it has gained more and more and MORE attention. Here is a link to the red-band trailer. I hope you are in a city that hosted the limited release on July 29th. I’m addicted to sushi, Star Wars and Simon Pegg.. so sue me.

http://www.traileraddict.com/trailer/attack-the-block/red-band-trailer

2.5 Toshio Maeda following on Twitter ;)

I was amazed and happy today to notice that the artist who (in some ways) had the biggest influence on the creation of this project (Toshio Maeda, creator of “Urotsukidoji” and “La Blue Girl“) is following our twitter (http://twitter.com/#!/neopangaia).

Please visit his official website at http://www.urotsukidoji.jp/
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2.4 – UDK RPG/Conversation Tuts

please visit neopangaia.com - the adult mmorpg/virtual planet earth

There are many amazing tutorial sites for UDK.  Among my favorites was a set written by Joris Olde Bijvank that covered conversations other RPG related subjects. Unfortunately they were taken down. Luckily he recently posted a comment at http://underworldmmo.wordpress.com/2010/11/06/022-3d-assets-page-up-udk-essential-tuts-for-mmorpg/ about replacing and updating those tutorials. GREAT NEWS!!

His comment, with updated information about the tutorials is listed below. P.S. – I will be cleaning up this blog to make information easier to find pretty soon. Sorry for the mess.
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2.2 MMO Gaming Dictionary

This series of articles is a great technical introduction to MMOs

2.1 MMO Subscription Data

MMO Subscription Data is necessary for marketing and investment/funding purposes. It is hard to come by since most websites that collect it cease operations after a few years.

Current as of 2011 http://mmodata.net
Ended circa 2008 http://mmogchart.com
Ended circa late 2007 http://mmogdata.voig.com

MMO Data Article http://www.brighthub.com/video-games/mmo/articles/35992.aspx

2.0 Adult MMOG Content: Marketing

A great resource for adult mmog art and products. Eventually we would love to be listed here:
http://feature.mmosite.com/adultmmog/  http://news.mmosite.com/specials/adult/

Article about Adult MMORPGs
http://news.mmosite.com/content/2010-05-21/5_recent_18_mmos_really_adult_only,1.shtml

Massive Multiplayer Online Erotic Gaming Site
http://www.mmoeg.net/

Article about Adult Content in “Second Life”
http://massively.joystiq.com/2011/05/25/free-for-all-why-you-shouldnt-be-worried-while-playing-second

1.5 Open Development (my definition) – Transmission One

What is Open Development? Imagine every single fan sitting in on the making of the DVD extras, asked for comments and ideas, BEFORE the film is even made. For the five years of preproduction and testing, we have invited fans from all over the world to contribute on our social networking website (which is being remade at http://neopangaia.com).
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1.1 udk profit cap increased tenfold

http://www.pcgamer.com/2011/02/23/epic-increase-udk-royalty-cap-tenfold/

http://www.develop-online.net/news/37234/UDK-devs-making-75k-only-give-1-to-Epic

no royalty fees until $50,000in revenue makes an already impossible to pass up engine even better (not to mention the already complete atlas mmorpg framework, when you make the big bucks)

0062 – How I Learned to Love… Why UDK?

With the changes released with the April 2011 version of the UDK. I can no longer ignore it as a viable platform for a single or less than massive multiplayer game on iOS or PC (Android available if needed). Esenthel still my indie mmorpg favorite engine.
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0055 – UDK Project (APEX Physics)

While we are still working on the large scale MMORPG using the Esenthel engine (and the Colussus MMO Framework by Blackhornet), there have been new developments in the integration of the Nvidia APEX physics tehnology and the Unreal Engine 3/UDK.

Link
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0041 – Future iOS to include Ray-Trac

Future iOS devices will include graphics hardware with ray-tracing capability.
http://touchreviews.net/imagination-apple-mobile-gpu-partner-buys-ray-tracing-company/
http://www.phonesreview.co.uk/2010/01/12/future-devices-from-apple-could-have-powervr-sgx545-mobile-gpu/
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0040 – UT3 Script Source + UDK Classes

please visit http://neopangaia.com – adult mmorpg/virtual planet earth

The only way to learn UDK is to study the existing scripts.

http://www.codeproject.com/KB/miscctrl/Begining_UnrealScript.aspx
http://udn.epicgames.com/Three/DevelopmentKitFirstScriptProject.html
These links are great technical introductions. For additional references (and script), see below.
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0036 – nFringe + UDK + Visual Studio 2010

please visit neopangaia.com – the adult mmorpg/virtual planet earth

Easiest guide to date for nFringe and Visual Studio 2010 installation
http://forums.epicgames.com/showthread.php?t=738518
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REPOST – Calamari Love: the curious tradition of Japanese ‘tentacle erotica.’ (via Lady Lazarus: dying is an art)

i love learning something new. and this post definitely added to my awareness/knowledge of tentacle erotica (japanese style). on a side note.. i need a new numbering system for the blog,m we are moving into full production soon. whaddya think? 0001 format?

Calamari Love: the curious tradition of Japanese 'tentacle erotica.' Tentacle…what? Yes, indeed. In the realm of sexual fantasy, any and all things that can be imagined are possible. Like, for instance, receiving cunnilingus from an obliging octopus, as depicted in the above image by renowned artist Katsushika Hokusai. Known in the West by the title The … Read More

via Lady Lazarus: dying is an art

.028 – neopangaia.com – over the shoulder cam

go over.. sign up, post stuff..help me test the system.. ill be building the site and eventually tossing up an official game site over there. please support us with questions comment and such, even negative ones.

http://twitter.com/neopangaia
http://facebook.com/neopangaia
http://www.neopangaia.com (our new under construction community site)

go over.. sign up, post stuff..help me test the system.. ill be building the site and eventually tossing up an official game site over there.

 

OVER THE SHOULDER 3D person CAM tutorial

http://www.disturbedprogrammer.com/index.php?option=com_content&view=article&id=54:third-person-camera-and-gow-camera&catid=43:geek-tutorials&Itemid=63

027 – MUST SEE: Scott Pilgrim VS The World

(before we start.. Brad Allan is my favorite fight choreographer ever). I suppose, from the point of view of expressing pretty much exactly what a student of heavy metal, street fighter 2, japanese flicks and clint eastwood westerns and hong kong action films (and more even their comic books) would idealize.. Scott Pilgrim VS The World is a pretty awesome film.
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022 – Favored available 3D Assets – UDK Essential Tuts for (MMO/RPG)

please visit http://neopangaia.com – adult mmorpg/virtual planet earth


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021 – UDK tutorials, SQLite (database) and an XP System

One of the main things you need to properly do an mmorpg is persistent data and a place (database) to store an editable type and number of variables that cover everything from player power levels to skill and class.
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017 – Notes – Open Source MMORPG Engine

http://ryzomcn.5d6d.com/thread-19-1-1.html Ryzom – Chinese

Google Translation

http://dev.ryzom.com/wiki/7/EverythingWindows – Original Ryzom Windows build Site

Rmember,no matter where you go, there you are – Buckaroo Bonzai (and the Pig Killer fr Mad Max 3?)

The original version of the Buckaroo Bonzai quote (so far) – Confucious

http://thinkexist.com/quotation/no_matter_where_you_go-there_you/185303.html

013 – living archetypes – Tanit Phoenix

this project is all about archetypes.. living them.. manifesting them.. and virtually exploring them. as the developer of the game i myself am exploring an archetype (nyarlathotep to be specific) my background previously can be found at http://www.myspace.com/baphomeh

but who inspires ME not the personal sort of inspiration i get from random folks.. but simply.. what sort fit into strange un specified archetypes..

like woody allen? What people represent the complex and difficult to describe archetypes we all have in our subconscious? Tanit Phoenix is our first recipient of the “Living Archetype” award why after the break. No it’s not for anything more than an active interest in quantum physics and humanitarian work.. really.

now i need to find a smoking hot nuclear physicist like in the movies.. jk
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009 – Saga of Ryzom released Open Source

While the core technology (known as Nevrax) was open source for some time, it did not have sufficient code to actually MAKE a real MMORPG. The actual child game (Saga of RYzom) has now become Open Source, although the engine technology is now many years old. Nevertheless, this announcement makes that choice the only viable one for an indie developer looking to make an MMORPG. Will ponder for a bit but still likely to move forward with an UE3 based project as a starter. possibility of doing both.. will see. will keep posted.

http://forums.ryzom.com/showthread.php?t=34929

008 – Graphic Targets

an image of what our target is .. despite it being 3d graphics, the amount of detail provided by tessellation, mixed with the models we have chosen and a decent cel shader should allow us to get close.
NOTE http://forums.epicgames.com/showthread.php?t=607176
Above link to Google Maps Unreal Engine Tutorial (for reference only)
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006 – GTX 480 details

http://www.engadget.com/2010/03/06/nvidia-gtx-480-makes-benchmarking-debut-matches-ati-hd-5870-per/

Seems they have excellent tessellation performance, even better that ATI, so I was worried for nothing at all. I will definitely be taking full advantage of that feature, going overboard in act, it’s one f the few ways I can differentiate myself from the Majors.

Apologies for the confusion around our most recent GF100 update. To clarify, launch date for GeForce GTX 480 and GTX 470 is March 26, 2010

005 – UDK March Release

originally posted at http://nysius.com/ummo

New version of UDK released (March), featuring some interesting additions (including full Autodesk FBX support, making the model/animation import process much smoother)

http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html#March%202010:%20UDKInstall-2010-03-BETA

003 – working on the UMMO forums

Forums are the heart of the sort of gamesite I had before and want to have again during development. I am really happy with the out of the box appearance of the rest of the system, the functionality and style fits well with what I am doing at present. Forums still working on.
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001 – New UMMO site underway

This site is moving to it’s new home at http://nysius.com/ummo it is being built on a foundation of WordPress MU, Buddypress and a bunch of other plugins (list will be made when site done). Basically it is two many years waiting projects in one.
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123 – The Website – Free Social Networking Tools

In the spirit of Open Development, this post will discuss the status of the design choices (code related mostly) that have been made in regards to the official website/community, and a brief how to for anybody else looking to make a quality community site for cheap.
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122 – Huge List of Network Tools

Have small office running one one half of the apt and the game dev office on the other half. Latency issues are causing lag spikes in our MagicJacks, so I have decided to see how to analyze every tiny spec of performance from our slow as molasses Verizon connection. Searching for a free tool that will help out, came across this treasure trove of a list of network tools (listed chronologically)

http://www.slac.stanford.edu/xorg/nmtf/nmtf-tools.html

0037(formerly121) – UDK Open Source MMO Integration Kit

please visit http://neopangaia.com – adult mmo/virtual planet earth

UDK – DLLBind: Embedded database (SQLite) v2.0.1.3

http://utforums.epicgames.com/showthread.php?t=726137

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118 – UDK Tutorials – Blender UT3 Export Script

http://www.moddb.com/members/raven67854/tutorials

http://www.fileplanet.com/187667/180000/fileinfo/Unreal-Tournament-3—Blender-Export-Script-.PSK-.PSA

http://www.makesomethingunreal.com/phase1.aspx

http://www.moddb.com/engines/unreal-engine-3/tutorials/static-meshs-from-blender-to-the-unreal-development-kit

blender is an open source high end modeling animation tool

117 – XSI Mod Tool Tutorials (Torque)

For those who have limited budgets to work on their indie game projects (non-commercial of course) betas or demos (this project is currently and legally just a demonstration one) may not have the budget to learn modeling and game animation using fullblown packages like Maya or 3D Studio Max.
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114 – Cel Shading in UT3/UDK

please visit http://neopangaia.com – adult mmog / virtual planet earth

EDIT: Link to Dungeon Defense Blog Post about their Cel Shading “style” in UDK.
http://forums.epicgames.com/showthread.php?t=714490

TF2 Style (in Unreal Tournament 3/UE3/UDK) Cel Tut.

http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3

General Material Tutorial
http://www.hourences.com/book/tutorialsue3mated3.htm

UDK Cel Shading Video http://www.youtube.com/watch?v=iYKSBIuQnVo

113 – Nvidia Physx UT3 Modkit Tutorials / SoftBody and UDK

Nvidia released a PhysX Mod kit for Unreal Tournament 3, along with maps that utilize a lot of the PhysX capabilities exposed in Unreal Engine 3. Over in UDK forums today somebody posted link to a set of tutorials for Physx in UT3.
http://developer.nvidia.com/object/physx_modkit.html

SoftBody and UDK http://okita.com/alex/?p=494

107 – World Machine and UDK

Great post about using the free terrain generation tool World Machine with the UDK. Links to converters in post. Interesting to note that our original plan involved using World Machine 2 to create detailed heightmaps (now in favor of using DEMS and possible World Machine 2 exported geometry as static meshes on top of terrain).

http://forums.epicgames.com/showthread.php?t=716788

102 – NeuroHard – Masamune Shirow

http://www.motorballer.org/shirow/neuro.html
http://en.wikipedia.org/wiki/Masamune_Shirow
http://www.motorballer.org/shirow/shirow.html
http://www.shirowledge.com/neurohard.html

while not an official open source foundation, a definite framework to tie together disparate ideas and a technological detail level for the creation of a fictional world (as opposed to “hey you just bit that from GiTS”!).

101 – Ute – Myth and Language

http://en.wikipedia.org/wiki/Uto-Aztecan_languages
http://en.wikipedia.org/wiki/Archaic_Southwest
http://en.wikipedia.org/wiki/Colorado_River_Numic_language
File:Horse Rider Ute Tribal Rock Art at Arches National Park.jpg
Size of this preview: 800 × 600 pixels
Full resolution‎ (4,000 × 3,000 pixels, file size: 9.36 MB, MIME type: image/jpeg)
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99 – new posts

i needed a new beginning.. a fresh start.. if you will.. im in freefall mode.. but as usual the project neednt even notice a hickup. solidifying the essentials now that engine and hardware are fixed amounts (and im satisfied the gf100 will have adequate hardware tessellation support)
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072 – Free DAZ Base Figures (limited time)

http://www.microfilmmaker.com/tipstrick/Issue21/Posing_3.html


DAZ 3d is having a limited time giveaway offer (and related sale) of a wide range of their Base Models. Do what we have done for years, take advantage of the offer while it lasts.
http://www.daz3d.com//newsletter/2010/redirects/10290__freebase.php
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071 – UDK Cel Shading – Terrain – January UDK Update/Release

please visit http://neopangaia.com (the adult mmorpg/virtual planet earth)

EDIT: also see  114 – Cel Shading in UT3/UDK

UDK Cel Shading Video http://www.youtube.com/watch?v=iYKSBIuQnVo
http://www.moddb.com/games/unreal-tournament-3/tutorials/tf2-shading-in-ut3 – Cel Shading ala TF2 in UT3
http://www.hourences.com/book/tutorialsue3mated3.htm
– General Material Tutorial
With the new January release of UDK comes updated documentation, which means better production planning. This article will cover some of those decisions and resources as they relate to terrain.
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069 – Maya 2010 Suite Review

Due to many reasons (not small among them the muscle jiggle deformer), next year when we have the resources to get an actual 3d package, it will most likely be Maya (the same one I learned on). Here is a great article for new folks.

http://designorati.com/articles/t1/graphic-design/2319/review-maya-entertainment-creation-suite-2010-is-a-wonderful-package.php

http://www.awn.com/articles/technology/maya-entertainment-creation-suite-2010-review-new-flexibility/page/3,1

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067 – Development Box Arrives Work Commences

For folks that have been around this project since the beginning, they know we operate under the philosophy of “Open Development”. I only practice it in full during production periods (of which the last was 2005-2007). Since we are beginning that again, we are starting the engines up again.
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066 – Scope of this year’s version

Our development box finally came in (details next post) so it’s really time to define the “Scope” of the product to be released Q4:2011 -Q2:2012 (either way we will be releasing a playable version Dec 22, 2011 and clips and screens beforehand as well as STILL carrying out what we call “Open Development”).
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063 – Misc News Post December 2009

One post to rule them all.. just a place to put a few odds and ends. For those that don’t know, this site is my often checked notebook. I put little links and things here while I work on game design in miscellaneous paper notebooks. Works better than the other way around, and allows me a lot more flexibility in implementation and less flexibility in design themes.
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062 – PhysX for Developers

You can go to the sites http://www.physxinfo.com and http://www.gamephys.com for info about specific engines, news, and events related to PhysX. if you, like me, have already done that and are ready to start implementing PhysX in your own engine or someone else’s read on.
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060 – Andy Kaufman

I find myself sort of boring when it comes to art. My favorite lens tells volumes about me.. The Canon 50mm 1.0 (no longer manufactured). But really I prefer the 1.4. Why? It approximates the human eye. but more importantly, with the right temperature settings.. I can make it approximate my mind’s eye..
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058 – Geforce GF100 360 380 Q1 2010

UPDATE: The latest guesstimate is arrival in March 2010 for the Nvidia DX11 GPUs
I remember like it was yesterday.. the year i imagined what we now call “Cyberspace”.. a virtual world more inspired by “Flatland” than “Matrix”.. And i watched over the years carefully as technology evolved. i was an early fan of Nvidia.. always telling any millionaires i knew to invest in it as a wise short OR long term investment (depending on current trends)
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056 – WordPress Featured Blog – Realtime Rendering and UDK

Just a quick note to say thanks to whoever helped make this blog a “Featured Blog” over at WordPress.com for the subject “Realtime Rendering” (http://en.wordpress.com/tag/realtime-rendering/) and “UDK” (http://en.wordpress.com/tag/udk/) . We have been featured a lot of places for “adult mmo” or “adult mmorpg” but it was a lovely turn to be featured for what is (secretly) one of our real aims: “realtime rendering”

I hope that we will actually contribute something to the area one day soon instead of just news and links.

053 – nFringe – UnrealScript Visual Studio module

In order to assist development of UnrealScript (used in UDK/Unreal Engine 3), there is a free module available for Microsoft Visual Studio (even the Express Editions) called nFringe (wiki.pixelminegames.com/index.php?title=Tools:nFringe)
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051 – UT3/UDK Battle RPG Mod and some RPG Tutorials

please visit neopangaia.com - the adult mmorpg/virtual planet earth

The first link here is to an RPG mod available for Unreal Tournament 3 (which includes persistent server and stats). They also have the source code available.
http://bigbattleservers.com/battlerpg.php

(former home of) A bunch of useful Unreal Engine 3 tutorials: quest creation, NPC conversation, and more.
http://www.olde-bijvank.nl/

If you are a UDK developer without UT3, you can get it (and any patches or the Nvidia PhysX Mod Pack)
http://www.nzone.com/object/nzone_ut3_downloads.html
(will investigate)

http://developer.nvidia.com/unreal-development-kit

049 – UTK40 Mod Team / UE3 Tutorials List

Forum Page with a great list of Unreal Engine Tutorials covering vehicles, characters, and weapons creation and importing into the engine (and more)

EDIT: also has great set of Unreal Engine 3 Tutorials
http://www.olde-bijvank.nl/index.php?option=com_content&view=article&id=35&Itemid=72
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048 – Studio Max Building Generator v0.7

Tools that can help create detailed worlds for virtual reality are always welcomed needed. In the midst of doing research to decide what our production pipeline will consist of, with the move to UDK/Unreal Engine 3 for the Demo/Beta, I came across this really awesome building generator (with interiors) for 3D Studio Max (v9.1 or better)

http://forums.cgsociety.org/showpost.php?p=6216815&postcount=482
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047 – Development System Specs

NZXT M59
More details about this year’s development hardware below
http://www.max3dmodels.com/softimage-xsi-realtime-simulation-version-2-honda-s2000.html

EDIT: Comparison tests between Quadro and Geforce on Max 2010
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046 – Hybrid PhysX Guide and Benchmarks

Hybrid PhysX is the use of an Nvidia GPU for Physics (PhysX) processing and an ATI GPU for main graphics processing (because of the fact that it runs DirectX 11).
A great article can be found here at www.gamephys.com
http://www.gamephys.com/2009/12/27/how-to-set-up-hybrid-physx-radeon-hd5870-geforce-gtx275-physx/
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041 – PhysX with ATI as GPU, Nvidia as PPU

PhysX is awesome. Totally changes the play experience, while allowing a much more cinematic feel. Unfortunately, to get the most from DirectX 11, you need to get an ATI card (with built in Hardware Tessellation) and PhysX only runs on Nvidia GPUs.

From http://physxinfo.com/ solution below
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039 – PhysX in action

http://www.gametrailers.com/video/nvidia-physx-mirrors-edge/43551?type=flv
http://www.gamephys.com/2009/12/08/the-next-big-thing-nvidia-on-real-time-physics-video/
http://www.dailymotion.com/video/x87zer_crysis-full-physx_videogames

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038 – Virtual World Design

Link to another (much better written since I burnt out a year ago) blog about the effort to build an MMO using low cost, open source, or free components.

http://rock-vacirca.blogspot.com/
very detailed and highly recommended

http://www.vterrain.org The BEST VR Resource. Specializing in research related to creating a Virtual Earth

037 – UDK tutorials and more PhysX bits

please visit neopangaia.com - the adult mmorpg/virtual planet earth

http://www.gamephys.com/ (info site)
http://developer.nvidia.com/object/physx_features.html – Main site for PhysX
http://www.hourences.com/book/tutorialsindex.htm – Unreal Engine Tuts (offsite)
http://udn.epicgames.com/Three/DevelopmentKitBuildUpgradeNotes.html – Development Notes for Latest Version of UDK
http://udn.epicgames.com/Three/VideoTutorials.html – UDK Video Tutorials
http://udk-tuts.blogspot.com/ – UDK Tut Blog
http://www.firingsquad.com/hardware/batman_arkham_asylum_physx_performance/page2.asp – Video and detail about the use of PhysX in Batman: Arkham Asylum
http://www.hourences.com/book/tutorialsindex.htm – UE3/UDK Tutorials
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035 – Unreal Engine/Developer’s Kit now FREE

Unreal Editor
http://news.developer.nvidia.com/2009/11/unreal-developer-kit-now-available.html
Main page – http://www.udk.com Commercial Licensing terms – http://www.udk.com/licensing

Unreal Engine 3 now available free for educational or non-commercial use. 25% for games with over $5,000 profit. Full text and more after the break.
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033 – DirectX 11 – Hardware Tessellation

please visit http://neopangaia.com – adult mmorpg/virtual planet earth

The advent of DirectX 11 means that PCs have definitively leap-frogged the home consoles (such as Playstation 3 and XBox 360) by a large margin (again). Why? How? And what does this mean to not only game developers, but UMMO specifically?

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031 – GND2 and Irina 2.0 – Our Favorite Female 3D Models

please visit neopangaia.com - the adult mmorpg/virtual planet earth

Doing all the pieces of a game yourself means having to go to outside sources for specific components. In the case of a large company, that means hiring personnel. In our case that means free or low cost assets (programming, 3d models, audio, video, 2d textures).

We use low cost 3d models as a base and apply photorealistic textures from living human models and volunteers (editing slightly to get a more surreal instead of photoreal look). 3d model info below.
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030 – Level Grind Online (open source mmorpg)

http://levelgrindonline.com/post/Welcome-to-Level-Grind-Online.aspx


Level-Grind online is a 3D open-source, “Sword & Sorcery” style MMORPG being developed in combination with the book Programming an MMORPG in C# with XNA. It has been in development for approximately 6 months, and aims to accommodate many of the same features present in modern MMORPG’s. This is being done in an attempt to demonstrate the process of developing a complete MMO using contemporary languages and tools.


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029 – Video of Visual3d.NET 0.9.6.3 (Beta 6.3)

Lizard Rock Island (powered by Visual3D Game Engine v0.9.6) from Visual3D Game Engine on Vimeo.

http://danmaltes.wordpress.com/2007/04/11/visual3dnet-xna-for-the-masses-part-i/

026 – a perfect mmo engine (if you have funds)

UPDATE: DX11 and adoption rate would HAVE to put Unigine at the top. Although I can’t say I know any MMO specific frameworks that (if i had the money) I would toss onto Unigine for integration.. meaning still a version of roll your own already in the marketplace.

On the other hand. Unreal Engine 3 has the Atlas MMO Framework already for integration. Their licensing cost is very strong, although I am fairly certain strong profits from any project in UDK that your team undertook would get you a lot of the way into the door of using UE3/Atlas (similar to what happened when the Source Engine did it’s thing the way of UDK).
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025 – Nvidia Strikes Back

http://en.wikipedia.org/wiki/GT300_(GPU)
http://www.ubergizmo.com/15/archives/2009/09/nvidia_geforce_gt300_coming_this_year.html?src=rss

ATI already has DirectX11 parts in the IT jungle, as well as having a more open approach to technology. Nvidia (the “Other” graphics card company) has fired back.

They have announced a technology called ‘Fermi‘ which allows general purpose computing tasks (applications and other things that traditionally used the CPU before) to use the massive processing power of the GPU (aka CUDA).

They have now announced the targe of November 27th, 2009 as their launch date for their next generation DirectX 11 cards (and the CUDA technology they support)

List of games with DirectX 11 support (including three MMORPGS)

dev 018 – economics

traders and banks

we have no singular “server wide per side” auction house. we use a system of traders that offer most goods, either npcs or actual human players. i went through a period where i actually played lots of different mmorpgs. i played on official servers and development ones.
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dev 015 – hardware (realtime cg) directx 11

this article discusses a bit of computer graphics, realtime graphics, effects, and hardware evolution. it also talks about our target hardware for the project (not a minimum spec)

totally unrelated.. according to Wow.com, Blizzard is tracking 180,000 bugs.

read http://www.tomshardware.com/reviews/opengl-directx,2019.html (OpenGL3 & Directx11)

Ruby, a CG character developed by ATI also see Directx11 Features and ATI Releases new GPU/
Ruby Rendered
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022 – Visual3d.NET Version 5.0

Visual3d.net has released Beta version 0.9.5 (Beta 5.0) over at their site for test and review. The Visual3d engine is really nice (albeit not a full MMO game engine, of course) with a TON of really cool editors (the terrain Editor is cool and supports infinite sized seamless terrains)
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020 – community site code freeze

ive decided the combination of systems we are using for the new official site is stable enough to leave alone and move to the next stage (layout and design). it is using a combination of wordpress mu, buddypress, and bbpress for forums

EDIT: Contemplating using our old site system (Joomla) will update later
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misc 013 – tv after 4 years

i havent played video games (except a run through of gears of war and occasional bouts of world of warcraft) in years.. i havent watched television (except when visiting others) since maybe 1999.. im catching up on what is reality for most.. a bit of everything and special little bits of.. wendy williams, family guy, lots of movies, pawn stars..

aint no future in yo frontin (one of my fav songs.. mc breed)

misc 012 – hot ass action

as production slowly stirs and preproduction comes to an end (does it ever end? no) the bar is ever raised higher.. not just because of the new action and effects set pieces that are released, but because of older pieces of interactive art that i may have missed before
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design 002 – vampires

i must admit, as a writer, my concept of vampires is very different from most depictions (with some similarities to those seen in “I am Legend”.. although unintentional as i detailed mine several years before that film (and seem to recall a similar description before))

the nature of vampires in the game affects and reflects (portions of) that game world in itself. what does that mean? read on
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design 001 – natural selection

i have a heck of a time managing this site during the temporary period between now and when building begins (during which time we will be recreating the heavily structured “Neopangaia Nation” community site (and the final url will be posted here).

until then i have a loose system of numbering which basically serves a relational marker at best. i spent the previous two years developing the history and technology of the virtual world (itself set approximately a “few hundred” years after now, but in an alternate dimension with differing rules that govern reality, although an extremely similar history to our own Earth).. design001
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misc 007 – IndieZen Open Source

it had always been my hope that by the time i released UMMO (underworld mmo), there would be sufficient technology available for $1000 or less (preferrably open source) that could be used by anybody to create a triple AAA mmorpg. and i could disseminate it. document it deploy it and manifest with it.. IF i didnt arrange other funding by then. i ont believe in copyright law but i obey it.
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misc 006 – absolutes in design

the benefit of mythology and the curse, a list and description of combat mathematics in a format where characters strengths and attributes are relative only to one another, not to any set laws and definitions from the natural world. and yet THOSE must be given defined laws for a virtual world to function. not defined amounts, however.
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misc 005 – design absolutes

this article will discuss some of the game specific methods of dealing with pre-release design issues, while allowing for evolution after release.
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misc 004 – first release dec 22, 2010

after nine years of an internet presence (started in may of 2000 with an online book of poems called “Hunger” (http://www.postpoems.com/members/heru) and leading up to the set in stone initial design parameters of the game called UMMO (Underworld MMO). the original site (minus any release dates) is still perfectly valid, if not more valid now than it was when it was first published in may 2005. and the big day is finally here August 21, 2009. why now?
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018 – Flying in Ummo

Flying.. I was inspired to create this game very largely by a comment Terrance McKenna once made predicting virtual worlds capable of visualizing the psychedelic experience.
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misc002 – news – blizzard adult mmo

The makers of “World of Warcraft” announced working on an adult mmo based on the film “Basic Instinct” some point in 2008.

Article here
http://news.mmosite.com/content/2008-03-31/20080331232810438,1.shtml
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Misc001 – Excellent Article About Adult Content

Was doing research today and came across this excellent article about some of the connections between cultural development and adult art. It reprints some commentary by Alan Moore on the subject. Most relevant to Ummo is the idea that pornography needs to be transcended or supplemented with a more artistic for of erotica that can allow deeper appreciation and communication regarding sensuality.

http://www.chrismclaren.com/blog/2007/01/14/bog-venus-vs-nazi-cock-ring/

http://www.comicbookresources.com/?page=article&id=8851
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