NWE: FAQ

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NetWars Engine SDK: Frequently Asked Questions and Answers

1. What is the purpose of NetWars Engine, abbr. NWE?

The engine is designed for those who want to develop graphics software and computer games under OS Windows, including MMO, and own the basics of any programming language that can interact with DLL. Unfortunately, while NWE is not very well supported 3D graphics.

2. What types of games/software can be develop using NWE?

By the dimension: any 2D, any 3D.

By type of network: without network, local network without DB, MMO with DB support.

3. How good NWE for novice developers?

Just perfect. Ready functionality enables several functions to create a complex technological solutions, and examples of the package (SDK), designed as a step by step tutorial, allows you to quickly master the engine.

4. What are the minimum skills needed to work with NWE?

It's desirable to know: fundamentals of OOP, classes, pointers, COM, working with DLL, Direct3D and context devices, relational algebra for SQL queries, critical sections, the callback function, recursion, standard algorithms (sorting, etc.), type casting, dynamic memory, work in binary, octal and hexadecimal system, including bitwise shifts.

Patterns, design patterns, virtual functions, smart pointers, RAII, OLE, STL vectors, maps, lists, deque (double ended queue) and other "advanced" features do not necessarily know, although it will never be excess.

If you do not know everything, no problem. It's always possible to look up on Wikipedia or Google.

5. NWE, is a graphics engine or engine for MMO games?

NWE - a universal engine (all in one) for the development of graphics software and computer games for Microsoft Windows, including MMO, that contains own: GUI, media engine, 2D and 3D engine, physics engine, network engine and provider for DB. No need to add and study a bunch of extra assets to create your MMO game. At the level of the engine is supported only specular lighting, soft shadows, reflections and transparency, but you can manually add any effects (sample 12 and 13 from the SDK) or to connect a third-party graphics engine through open access to Direct3D11 and context device. Due to the large amount of work, the graphics subsystem in NWE will develop as a last resort, though in the next versions may be some expansion of integrated effects. On the other hand, the engine is completely suitable for the creation of MMO games, without the need for third-party libraries/engines, as it is everywhere positioned and so you can quickly learn NWE and make MMO game without graphical bells and whistles.

6. Whereby NWE better than CE4, UE4, Unity5 and many other hyped engines?

NetWars Engine - all in one for developing MMO games. You can quickly learn NWE with no special skills in game development (examples are simple to understand as a step by step tutorial), and start doing your MMO games without resorting to third-party libraries/engines. NWE is also well proven for use in non gaming projects (conventional 2D applications with a colorful GUI). Yield rate games/software on NWE significantly higher than that of CE4, UE4, Unity5 and many other hyped engines.

7. What is the main NWE uniqueness than favorably with others?

NWE comprises a network engine, provider to the SQL Server database and ready protocols of registration, authorization, chat, download content, auto-update. This allows a few lines of code to connect all the basic functionality required for an MMO, and then have to be engaged in only communication protocol and handling of network messages. Obtain rapid development MMO without assets, add-ons and third-party libraries/engines.

8. Is it possible to compare, as graphics engines, NWE and CE4, UE4, Unity5?

No, such a comparison is extremely irrelevant: Firstly, NWE - it's exactly MMO engine, whose main purpose is the development and rapid deployment of MMO games, Secondly, CE4, UE4, Unity5 - it's graphics engines, which can also be used to render NWE scene through binding Direct3D and context devices. Third, you can separately copy the code of effects, as Example 12, from various sources and use it to modern graphics, yet the graphics subsystem NWE not be improved.

9. Can I use a third-party graphics engines with NWE?

Yes, of course, such use is possible and relevant, it's only necessary to link Direct3D and context devices third-party engine with appropriate devices NWE. This will allow in a simplified form use a variety of effects of third-party engines in NWE.

10. Why all the comments in the SDK in English? Will there be my language?

Because the engine is being developed for the international market. Comments are specially made extremely simple that anyone through Google.Translate could translate it into your language. Ready comments in other languages are not planned.

11. Do you already have completed game/software on NWE and its previous versions?

Yes, there is spectrum analyzer oscilloscope for internal needs of the enterprise, there is collection of casino-like games, there is ollection of the World Mind Games «The Grand Chessboard» in beta-version with 6 games to 12 rules: Chess, Checkers, Go, Xiangqi, Bridge, Poker. There are a row of products for which information shall not be disclosed (online services, desktop game and non-game software, including for the needs of private individuals), 2 of which are box product, and at the moment are in preparation for distribution.

12. Can I develop AAA games on NWE? Or just casual?

Casual game using NWE to develop a very simple and convenient, but AAA games develop also possible if your will write their own WYSYWIG world editor and manually add effects or connect third-party graphics engine using the public access to Direct3D and context devices.

13. Why look so unattractive examples?

Because if make it beautiful, I will need to write a lot of code, and then understand the example will be much more difficult, but the main purpose of example - to help you quickly understand this feature used when developing MMO.

14. Why NWE not comprises AABB, bubble sort method, multiplication tables and even other 100500 algorithms that theoretically can be used in game development?

Typically, in implementing such algorithms have size not more than 10-15 lines and it's freely available on the Internet. If necessary, the developer will not be difficult to find it yourself and add to the project.

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