| Hey all, Net_ here. Virtual worlds are really important to me. They've helped me through a lot of tough times, and I think they're a necessary part of our future. Unfortunately, they've largely been stagnant for the past 15 years. This is my attempt to push the needle forward by providing developers with an open-source engine to easily make their own. This is a sprite-based, isometric-only, single-server, non-instanced engine. I'm keeping it very focused so that we can make the workflow as streamlined and joyful as possible. The full project will eventually also include a chat server and user account management. A simple demo world is available to play around with, just download and run the client: https://github.com/Net5F/Amalgam/releases/latest It's still very early, but the netcode and engine architecture are in a pretty good place. I have two network load test scenarios that I'm benchmarking against: 150 clients in 1 area (video link in repo readme), and 1000 in groups of 10. Even on modest hardware, there's plenty of headroom available for adding more features. Still to come: NPCs, items, interactions. Load test results (Linode server, $30/mo, 2 - 2.6GHz): Scenario | Bandwidth usage | Average CPU usage (200% max) 150 in 1 | 1.66MB/s | 25% 1000 in 10 | 1.31MB/s | 76% I welcome all feedback. The project has a long way to go before it's really useful to developers, but I figured I should get over my nerves and start showing it. |
Can you explain in what ways? From my perspective virtual worlds are vastly more advanced than 15 years ago, with things like Gather with spatial audio, VRChat with full body tracking, etc.