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Details on World of Tanks Game Engine Revealed


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#1 Posted 18 March 2010 - 03:58 PM

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Wargaming.net reveals details on the BigWorld Technology game engine used for World of Tanks

Full news text

Edited by Tuccy, 06 June 2012 - 04:41 PM.
Topic locked due to a case of thread necromancy and link that is no longer valid. Link removed.


PvtMalo_ #2 Posted 18 March 2010 - 06:29 PM

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Sweeeeet nice read

@Bizzy #3 Posted 19 March 2010 - 12:15 PM

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Nice engine  :D

@Hustaryin #4 Posted 20 March 2010 - 03:38 AM

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Wonderful.  Hopefully this plays on my box of sparky things I call a computer.

M0n3y #5 Posted 21 March 2010 - 11:27 AM

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Kick-ass!

@Leonoff #6 Posted 25 March 2010 - 03:23 PM

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I've been into a MMO game development a few years ago and we used BigWorld, too.
I've found the engine good in all relations, standardized and at the same time pretty flexible. I hope your release is documented better than ours back then ;).
(I hope I'm not violating anything with that comment - feel free to remove if I do :)

cruncher #7 Posted 01 February 2011 - 09:12 PM

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cool this gives a boost for new users like me

tizianenel #8 Posted 01 February 2011 - 10:53 PM

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It's a nice choice of engine I'm sure (I wouldn't really know).

But one thing bothers me. Where is the "details" part in this news piece? I already knew the engine the game uses, even down to version numbers and some other details but this news piece doesn't even recap the stuff I thought was common knowledge by now.

Of course it doesn't matter one way or the other, but I was a little bit disappointed because I expected to find out something (anything other than the name "Bigworld") interesting. It's even lacking a link to bigworld website.

Teurlinx #9 Posted 03 February 2011 - 10:24 PM

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Strong RTS elements?

Sturmtiger_304 #10 Posted 04 February 2011 - 12:07 AM

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Why didn't Wargaming use the CryTek engine like Crysis & Aion has? You must remember that people will have upgrade their PC, in order to stay with the time.

Igi #11 Posted 04 February 2011 - 11:50 AM

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BigWorld engine is nice although it looks more suitable for classic "lock the target and activate weapon cycle" MMORPGs. Wargaming deserves respect because they managed to create very detailed models with plenty of hitboxes, complex damage calculation and responsive twitch controls, but one obvious engine limitation is somewhat disappointing. Physics is practically non-existant so now we have tanks 'glued' for terrain: realistic suspension, flipping over, sliding down the cliffs, high speed drifting, and pushing (although this has been worked on, afaik... we'll see how it turns out) are to be expected in one game totally focused to tank warfare. Yet, we are not seeing any of that in WoT.

Solid collideable gun barrels are another thing. Gameplay issues may be partially responsible but I believe main reason for having odd 'ghost guns' instead is mainly related to engine.

Arkhell #12 Posted 04 February 2011 - 05:37 PM

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i thought WoT didn't contain a NECROMANCER class ;)

Fimp3n #13 Posted 05 February 2011 - 12:27 AM

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View PostIgi, on 04 February 2011 - 11:50 AM, said:

BigWorld engine is nice although it looks more suitable for classic "lock the target and activate weapon cycle" MMORPGs. Wargaming deserves respect because they managed to create very detailed models with plenty of hitboxes, complex damage calculation and responsive twitch controls, but one obvious engine limitation is somewhat disappointing. Physics is practically non-existant so now we have tanks 'glued' for terrain: realistic suspension, flipping over, sliding down the cliffs, high speed drifting, and pushing (although this has been worked on, afaik... we'll see how it turns out) are to be expected in one game totally focused to tank warfare. Yet, we are not seeing any of that in WoT.

Solid collideable gun barrels are another thing. Gameplay issues may be partially responsible but I believe main reason for having odd 'ghost guns' instead is mainly related to engine.

Agree with most of your post. I too would like the terrain to be "unlocked" so that if you roll too far over an edge your tank flips over. That would stop people from hanging on edges and shooting vertically downwards. Also the ghost barrels of the guns take away some of the immersion. More physics please. :Smile_great:

tizianenel #14 Posted 05 February 2011 - 12:45 AM

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View PostFimp3n, on 05 February 2011 - 12:27 AM, said:

Agree with most of your post. I too would like the terrain to be "unlocked" so that if you roll too far over an edge your tank flips over. That would stop people from hanging on edges and shooting vertically downwards. Also the ghost barrels of the guns take away some of the immersion. More physics please. :Smile_great:

Yes! Let people suffer for their stupidity, even if it means they imitate a turtle on its back for the next 14 minutes (they can always quit the battle :P).

niki899 #15 Posted 14 February 2011 - 03:24 PM

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Yes :Smile-izmena::Smile-izmena:

Arbaal #16 Posted 14 February 2011 - 09:10 PM

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Just as a quick sidenode: The developers hopefully know that they are violating the copyrights of some open-source libraries right now?

The developers _might_ have read the licese agreement of the bigworld technology engine, there it's cleary written:

Quote

[e] You acknowledge that your use of BigWorld Technology may subject you to further rights and
obligations pursuant to third party software libraries. You shall include the following copyright, patent and
trademark notices on the legal notices screen of the Game in the following form:
"Copyright © 2001, 2002, 2003, 2004, 2005, 2006 Python Software Foundation; All Rights Reserved"
[License terms located at http://www.python.or....5.4/license/].

The developers also use the work of OpenSSL, LibCurl, ZLib, LibSndfiles (LGPL)... and you still haven't included any legal information in your distribution of the game yet. Sadly... since I allready informed them one month ago. It's not wrong to use those libraries, it's just wrong to not include the legal and copyright information in the binary distribution...

mach82 #17 Posted 16 February 2011 - 02:28 PM

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I think the engine itself needs much reworking. The problem is that the engine seems quite outdated. It doesn't take benefits of multicore processors and SLI/Crossfire. Looking at the graphics I keep wondering why my framerate is so low? My quad Intel Q9450 2.66 GHz CPU, 4 GB RAM and a Radeon HD5850 1GB in 1650x1080 high details (and some medium with AA x2) sometimes drops below 25FPS, which again looking at the graphics level is astonishing. The video memory leak has also been there for ages :( I've watched this game running on a dual core Athlon X2 2.2 GHz and the framerate was really bad. When can we expect some improvement here?  I have now bought a Quad core intel 2600K (3.8 GHz singlethreaded) and now the minimum FPS is above 40 but most people with worse CPUs don't want to experience a low framerate of 15FPS as it's far from being enjoyable.

Erik_CZ #18 Posted 06 June 2012 - 03:29 PM

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BigWorld is very old and bad engine.. See others game on BW engine..

Sekundenkleber #19 Posted 06 June 2012 - 04:14 PM

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Hehe, "details on the BigWorld Technology game engine" and all i get is Error 404.

isn't it ironic? :Smile_trollface-3::Smile_trollface-3::Smile_trollface-3:

Cellfactor #20 Posted 06 June 2012 - 04:25 PM

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