"At this point we haven't experienced any real disadvantages with HE, but I'm
sure as we continue to dive into the tech we'll find one or two. ;)
Seriously though, the HeroEngine has been fantastic for us and in our
opinion, supersedes all other MMO middleware solutions on the market, both
in terms of render power and server flexibility. We want big battles;
really big battles for both PvE and PvP, and right now the HeroEngine will
deliver that."
Mike Wallis, Colony Studios |
HeroEngine is designed around a highly scalable, robust server infrastructure. Its backend servers are designed to distribute load over a flexible server cluster, autobalancing as demand shifts.
Segregate your geography into individual area servers. HeroEngine supports common areas, instanced areas, and hybrid approaches. Choose a heavily instanced style of game, or a seamless world, or some mixture in between, HeroEngine is designed to handle it all!
You can even create new processes and assign asynchronous tasks all from HeroScript.
Want to manage your backend as a collection of services? Or maybe break your
Area's processing into a combination of geographic specific servers and
separate service processes? HeroEngine has the flexibility to match your design
vision.
Utilizing the NVIDIA PhysX™ SDK, the HeroEngine physics server
currently represents a physical model of the entire world on both the client
and server.
Simulated rigid body dynamics
Real-time updates during the editing process
Ray casting and collision detection queries at very
high speed
Full NVIDIA PhysX™ integrated collision and character
controller based collision
Advanced Constraint management
Cloth simulation
Soft body simulation
Ragdoll physics for characters
More script bindings
Fluid particle systems
The Master Control Console serves as a centralized monitoring and control dashboard. Automatic systems manage distributing processes across your server clusters.
Organize your environment into separate worlds, both public and private.
A full publishing system allows for selective content migration from server world to server world.
Establish your own distribution workflow.
Publish from development servers, to staging servers, to live servers -- or anything in between
The Master Control console is constantly monitoring your system and alerting operators to problems. Metrics are collected and presented at this layer. Even plug in your own metric systems for custom reporting and data mining.
Live, real-time metrics and searchable logging.
Monitor your server cluster at a glance, or drill down for detailed performance and utilization metrics!
Visually analyze player and character behavior.
The live, dynamic nature of HeroEngine is fueled by a sophisticated Repository System. All game content is placed into the Repository and is delivered on-demand to clients and servers that need it. This approach makes changes to meshes, textures, animations and more occur in real-time
without having to restart HeroBlade or the player client.
On production servers, the Repository System replaces the slow and awkward patching systems that virtually all MMOs have used up until now. Deliver only the data each individual player actually needs, when they need it while maintaining control over packaging and distribution strategies.
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