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Engine for Collaborative Science Education MMOG?

plisdku asks: "My research advisor wants to create an online, collaborative science education game for middle- to high-school students; we need a 3D engine! A pioneer in internet-assisted laboratories (iLabs), he has developed real experiments that students can operate remotely over the internet. We envision a game where students wander a campus, solving Caltech-style 'stacks,' and learning collaboratively as they perform the great experiments of the history of science in simulated and real laboratories. What we need is a 3D engine and content creation system with which our team of artists and bright student developers can produce a prototype within a year. Requirements: customizable avatars, flexible integration with other technology (iLabs, CompEdu, etc.), and reasonable licensing fees (open source would be great). Our last project used SGI tools -- what are our modern-day options?"

56 comments

  1. The obvious solution by L.+VeGas · · Score: 2, Funny

    Flash.

  2. idsoftware by oni · · Score: 3, Informative

    if I'm not mistaken, id has released the quake 1 and 2 engines under the gpl

    1. Re:idsoftware by Short+Circuit · · Score: 3, Informative

      Yup. And they've been under active development ever since in projects like Quakeforge, Darkplaces and Twilight.

      There's other OSS engines out there, too, such as Crystal Space.

  3. Two words... by shadwwulf · · Score: 4, Informative

    Crystal Space

    It's highly configurable and easy to code for. There are multiple included implementations of apps using the engine that come with it so you can keep the wheel reinvention to a minimum.

    Also it supports multiple formats to be imported such as 3DS and the like.

    MTW

    1. Re:Two words... by CrazyJim1 · · Score: 0

      CrystalSpace also has a vibrant community willing to help you if you have any questions. I coded with CrystalSpace for a while, and I would never have gotten as far as I did without a lot of help.

  4. Quake 2 by LiENUS · · Score: 2, Funny

    The Quake 2 engine is probably the most advanced open source engine youl'l find. But It sounds like it would be better to start from scratch if your advisor intends to be putting science expiraments into this...

  5. Ogre3d by merdark · · Score: 1

    I've never used it, but Ogre3d looks promising.

    http://www.ogre3d.org/

    1. Re:Ogre3d by Asgard · · Score: 1

      Also, someone has developed Python bindings for Ogre3d (PyOgre).

  6. Croquet by Usquebaugh · · Score: 2, Interesting

    This would appear to mesh exactly with your aims :-

    http://www.opencroquet.org/

    Two psossible downsides SmallTalk and Alan Kay. Both are positives for me but I understand some peoples aversion.

    1. Re:Croquet by RevAaron · · Score: 1

      I second the reccomendation. Either Croquet or just regular Squeak Smalltalk which includes the Alice 3D engine.

      --

      Working toward a usable PDA environment in the spirit of Newton OS: Dynapad
  7. Try Q by CrosbieFitch · · Score: 1

    It's free, but not open source:

    http://www.qubesoft.com/

  8. Second Life by eggstasy · · Score: 2, Interesting

    Second Life is ideal for this sort of thing.
    They even have a special program for universities.
    It's not just a graphics engine, it's a whole 3D world where you can collaboratively build and script stuff... it has very customizable humanoid avatars and is extremely user friendly.
    It's got physics too - based on the "industry standard" Havok engine.

    1. Re:Second Life by BigWhiteGuy_27 · · Score: 0

      Is there a reason you didn't recommend the OSMP project that you have linked in both your sig and user information? OSMP (from what I've read) seems to fit the poster's criteria a little better, at least from the standpoint that its open source.

    2. Re:Second Life by AuMatar · · Score: 1

      This is the first thought that came to my mind too. Some land would be relatively cheap (far cheaper than the development time to make an MMO), and you could have a prototype to prove your idea fairly quickly. Its also cheap to use, a 1 time 10 dollar entrance fee if you want to keep your character.

      --
      I still have more fans than freaks. WTF is wrong with you people?
    3. Re:Second Life by gamerdave · · Score: 1
      Recently read an article on this subject:

      Second Life: Educational Possibilities
      http://www2.kumc.edu/netlearning/SLEDUCAUSESW2005/ SLPresentationOutline.htm

      It's likely one of the easiest and most affordable options.

    4. Re:Second Life by eggstasy · · Score: 1

      Oh, I thought about that, but recommending my pet project would seem a little bit like astroturfing. LOL! Besides, we are way too early in development. If the poster wants to spend a couple months developing the various sub-libraries that make up OSMP, fine by me. If they want to get a prototype up and running fast, well, SL is already a finished product. I've been there for two years as Eggy Lippmann, since Public Beta started.
      If the poster needs any help regarding SL or OSMP feel free to to mail me:
      eggstasy - at everyone's favorite email - gmail.com

  9. A similar project by mwber · · Score: 3, Informative

    Chris Dede's group at Harvard is doing something like this:
    http://muve.gse.harvard.edu/muvees2003/

    I saw him present this at AERA this year.

    You have to root around to find the science experiment stuff.

    1. Re:A similar project by perendengue · · Score: 1

      or talk to the folks at egenesis that developed A Tale in the Desert...

      http://www.atitd.com/

      --
      perendengue
    2. Re:A similar project by Anonymous Coward · · Score: 0

      For non-commercial use, Torque (www.garagegames.com) has a licensing fee of $100. Lots of stuff for content creation and large worlds there.

  10. Delta3D Open-Source Game Engine by osb1842 · · Score: 2, Informative
    Also check out Delta3D.

    Open-source under the LGPL license, and developed at the Naval Postgradute School (former home of America's Army).

    Please post on the forum if you have any questions, and I'll be glad to help you out.

  11. Truevision3D by Anonymous Coward · · Score: 0

    Ranked #1 at DevMaster.net's 3D Engine Database, and with all of the features that you expect from the likes of UT3, HL2, etc all for $150. http://www.truevision3d.com

  12. A few possibilities by SwimsWithTheFishes · · Score: 1

    Torque engine from Garage Games

    RealmForge from www.realmforge.com is open source. They just released v0.6.1 but are not yet to a beta version, (Puts on Tinfoil Suit) and it is .NET based quickly points out runs on Mono.Net.
    Very complete feature set (many yet to be implemented however).

    Nevrax
    Radan Labs
    Reality Factory
    3D Game Studio

    but better, browse to
    http://www.devmaster.net/engines/
    and waste some time there!

    --
    *click**beep**beep* Scotty, One to Mod up!
  13. Cube by harryman100 · · Score: 1

    The Cube engine is open source, I'm not sure how well it would fit your requirements, but its probably worth a look. It runs really well on lots of older hardware as well!!

    http://cube.sourceforge.net/

    --
    .sigs are for losers
  14. does it have to be 3d? by Anonymous Coward · · Score: 0

    i would think that the engine that 3 rings open sourced would be a good fit for this type of project.

    all java based and puzzles would be replaced by experiments.

    and bigger install base if it does not requires a super hot video card.

    depends on the content i suppose.

  15. Soya by Chilltowner · · Score: 4, Interesting

    I've found Soya to be a very friendly Python-based 3D engine. It also has ODE physics built in, so that might be useful, too. It also works closely with Blender models. In addition, the developers are very responsive, and they've produced a number of tutorials to get people up to speed quickly. Not sure if the software you'd like to integrate with has Python bindings, but this is a good option if it does.

  16. Nevrax has a nice engine, NeL by douthat · · Score: 1

    You may want to check out Nevrax.org home of Nel, the MMO Engine that powers The Saga of Ryzom. NeL is licensed under the GPL and is a set of C++ libraries and utilities.

    --
    She loves me: 09F911029D74E35BD84156C5635688C0 She loves me not: 09F911029D74E35BD84156C5635688BF ...
  17. Caltech? Stacks? by Anonymous Coward · · Score: 0

    ...Caltech-style 'stacks,'...

    I'm a graduate of Caltech and I assure you that "Caltech" and "stacked" are two words that do not go together. There are a few cute girls there but none of them are stacked by any stretch of the imagination.

  18. Not just any 3D engine... by jtpalinmajere · · Score: 1

    ... is going to cut it from what I gather. Most engines, no matter what features they laud tend to do really well at certain functional aspects and only mediocre to dismal in others. Another thing to consider is that the engine as a whole will only be incorporating 3D visuals as the visualizations portion of the engine. I would gather that the networking portion of the engine would have to be very robust, efficient and all around top-notch if they're planning on doing a MMOG style persistent world.

    This effects what your presentation portion needs to handle. Complex, smoothly animated avatars are probably NOT going to be something needed... especially when you consider large numbers of people congregating in any one are of the persistent world. Not only will you have to be keeping up with all that information, but you're going to have to render it too. What this means is that all the advanced graphics methods presented by engines similar to Doom3, HL2, or Unreal3 are probably overkill.

    You also have to consider the types of machines that schools would purchase to access this world. Creating high demands on visualization and processing power in general means higher prices for not only the server and production machines, but the clients as well. And let me tell you, schools don't like paying big bucks for computers if they don't have to.

    A Quake 2/3-like engine may suffice for visualization needs, but I guarantee you that the networking would still have to be loads better as neither engine scales well to extreme server populations (ie. 100+... they make the assumption that you need to keep track of all players at all times rather than only those players 'close-by'). Luckily the Q2 engine is GPL'd and so can be the subject of modification on that end... however there may be more suitable engines that I'm simply unaware of.

  19. Non-Free by s4m7 · · Score: 1

    You might want to give the torque (tribes2) engine a try, as it supports large environments, unmodified up to about 128 simultaneous players, has decent physics and is more mature in a lot of ways than anything in the F/OSS realm. and at $100 per developer seat, the cost of entry is really not that high.

    --
    This comment is fully compliant with RFC 527.
    1. Re:Non-Free by name773 · · Score: 1

      "In Soviet Russia, the Fnords can see you!"

      shouldn't it be:
      In Soviet Russia, the Fnords can't see you!
      ?

  20. One word! by batfish · · Score: 1

    Croquet. There's nothing else like it.

  21. Up and coming by HanClinto · · Score: 1

    RealmForge is a really good-sounding option for what you're talking about. It's an LGPL project. It's basically a game development kit built on top of Axiom (the C# version of OGRE). It's cross-platform, and one of its main advantages is the ease of content creation. It's still in development, but I must say that the framework is incredibly well-thought out, and I can't wait to see where this thing goes.

  22. VRML is still around by dsouth · · Score: 1
    If you're trying to do something more basic that a full-blown 3D game, VRML/X3D is probably still an option.

    FreeWRL

    You won't be able to do the type of things that an engine like crystal space would enable, but you will have easy access to web-like hyperlinking and information presentation. It depends on how game-like you envision the final product being and what information you are trying to convey.

  23. blender game engine. by Anonymous Coward · · Score: 0

    now open source./

  24. I had an idea similar to this by CrazyJim1 · · Score: 2, Funny

    But it was an RPG for little kids to learn math. Basically they start in a town, that teaches them the basics about math and pointers about that section. Then they walk around the wilderness, being challenged with math problems. Eventually they face a boss that gives them several math problems they have to solve. When they complete an area, they move on to the next. Maybe have them choose their adventuring buddies that may give them hints in math-battles. It'd works because the way math builds on past math foundations. Start with counting, and if you put enough levels in, you could have them up to calculus.

    1. Re:I had an idea similar to this by CrazyJim2 · · Score: 1

      Cool! Would it be online? Could you collect sets of theorems, that when combined gave you bonus abilities like +1 to nerdiness, and +2 to not getting beat up at school? Would you be able to collect all of Godel's theorems or would you leave that set incomplete for expansion pack purposes. Could a high level player gank a noob with calculus and get sweet drops and phat loot? How about special classes like Mathromancers and Wizards? Would there be races, too? Like jock, redhead and chinese kid? This has so much potential. If properly marketed, it could make billions!

      --
      "But theres things mightier than a sword, and there are things mightier than pens. Guns and rap." - CrazyJim1
    2. Re:I had an idea similar to this by Blakey+Rat · · Score: 1

      CrazyJim1 invented the MMORPG, you know... God spoke to him in a dream and says, "Ultima Online!" in a spooky voice and then CrazyJim1 went home and talked to his father (who worked at Origin Systems at a gardener, so he just happened to be there) and his father took him inside and showed him a box that says "Ultima Online" on it!

    3. Re:I had an idea similar to this by CrazyJim2 · · Score: 1

      Wow! I didn't know that. He must be a world class game designer. All I can make are Print Rockets. DARPA said they were pretty cool, though.

      --
      "But theres things mightier than a sword, and there are things mightier than pens. Guns and rap." - CrazyJim1
  25. AgentFX and jMonkeyEngine by GameNutz · · Score: 2, Interesting

    2 AMAZING 3D game engines developed in Java. this makes any environment that is built cross platform on Win32, OSX and Linux straight away!

    http://www.agency9.com/
    http://www.jmonkeyengine.com/

  26. If nobody mentioned it, try Garage Games by stlhawkeye · · Score: 1

    Garage Games has an open-source 3D engine that you can license for $100. You can even sell the final product (up to $250,000 worth of it) without paying a dime more.

    --
    "I have never won a debate with an ignorant person." -Ali ibn Abi Talib
  27. OGRE by lennier · · Score: 2, Informative

    What about OGRE? Not used it but it looks like a competitor to CrystalSpace.

    --
    You are not a brain: http://books.google.com/books?id=2oV61CeDx-YC
  28. Lots of options. by natmsincome.com · · Score: 1

    It depends what you want.

    If you want to make it easy I'd recommend Torque from GarageGames. It has greate documentation, lots of premade widgets, it's also finished and being used for a number of games. Mainly it has the polish that makes working with it enjoyable. (Tutorials, prebuild samples, etc) Not open source but has a similar community
    Someone else has already recommened Crystal Space. If your looking for an example of an MMORG check out PlaneShift.

    Another engine that I've been impressed with is ORGE

    Anyway as I stated at the begining if you are trying to get something done ASAP go with Torque it has a lot more support. On the other hand if you want something free try Crystal Space or ORGE. One last project you might find interesting is WorldForge they have been building MMORG for a while now. They still haven't finished anything but it's more like a backend and might be useful.

  29. CURL. by Anonymous Coward · · Score: 0

    "My research advisor wants to create an online, collaborative science education game for middle- to high-school students; we need a 3D engine! A pioneer in internet-assisted laboratories (iLabs), he has developed real experiments that students can operate remotely over the internet."

    http://www.curl.com/solutions/demos.php

    Check out the graphics demos.

  30. TV3D by Anonymous Coward · · Score: 0

    How about TrueVision3D? I have tested many free/low cost engines and this one is the fastest I have used. Its free for noncommercial use and only costs $150 for a normal license. Check it out at www.truevision3d.com . It has very fast animated model rendering, fast meshes, fast terrain...everything you need to make your MMO. The 6.5 version is in beta and is lightyears ahead of the currently available 6.2 so in a few months you will have access to a fully optimized DX9 engine.

    They are also writing a net engine to handle multiplayer which is being designed with MMOs in mind using technology that they have developed in their professional careers so its tried and true networking. Check it out, its free so you have nothing to lose.

  31. Quake 2/3, Ogre, cube, and many others by obi · · Score: 2, Interesting

    Quake2 is GPL'ed
    Quake3 will probably be in the near future, and has a very active community of modders/tools/information/...

    Cube (and nextgen Sauerbraten) are zlib licensed:
    http://wouter.fov120.com/cube/
    fun for its realtime ingame editor iirc

    Ogre is LGPL'ed and also very active community
    http://www.ogre3d.org/ ... well you get the idea. With a bit of searching
    I think you must be able to find some decent open source stuff.

  32. Might not work by pbaer · · Score: 2, Interesting

    I'm not sure creating an MMOG to teach students will actually teach them science. What will most likely happen is 1 student will figure everything out and then post it online and everyone else will copy-paste his directions and not learn anything, just like it is with most quests in MMORPGs. Also how would you pull them away from games like: WoW, GWs, CS:S, Halo 2 etc. and get them to play an educational game? The only way I could see getting them to play it would be to have teachers integrate it into their curriculum but there's still the 1st probelm

    --
    There are 11 types of people, those who know unary and those who don't.
  33. Tell me more by Peristarkawan · · Score: 2, Interesting

    This sounds very, very similar to a project idea that I've had boiling in the back of my mind, and I would very much love to be a part of this. Can you let me know what school you're at, and who your research advisor is?

  34. What are the level size/multiplayer requirements? by Westacular · · Score: 1

    The headline says "MMOG", but the blurb reads as if they may only be a few players together within an instance. Similarly, it's unclear whether the game-world is to be a continuous, load-as-needed sprawling environment or if discrete levels would suffice.

    These are significant aspects of a game engine's architecture and you are not going to want to have to customize them in; clarifying the requirements here could significantly reduce the number of possible solutions. (Although, given the average slashdotter's reading comprehension and ability to stay-on-topic, it probably wouldn't make much difference in the responses)

  35. OGRE by S3D · · Score: 1

    OGRE and already mentioned Crystal Space are two most popular open sourced 3d engines, but OGRE community seems more active lately. Here is a summary of OGRE vs Crystal Space

  36. MASSIVE by el_womble · · Score: 2, Interesting

    The University of Nottingham has been working for years on MASSIVE which is designed explicitly for this purpose. Prof. Benton and Dr. Greenhal have been working on this for years. Last time I experienced it the graphics were more 1980s VR than Doom 3, but you were able to manipulate the environment collaborativly (I built a house with 10 other people) in real time, use it as a meeting space with full audio and very low lag. Not sure about the licensing, you would have to ask them.

    --
    Scared of flying, pointy things snce 1979!
  37. Torque3D - The engine that really couldn't by v0idnull · · Score: 0

    First off, no matter how much money you have, stay far far away from the Torque3D engine. It's antiquated, bulky, and not designed for an MMOG setting. I know this from first hand experience as part of the development team of Virtual Canada. Tourque3D was the engine behind it, and we could only use 64x64 textures, no stretching, very limited size in maps, and well, since we modeled 15 major canadian cities and natural wonders (ie: Niagara Falls), the Tourque 3D engine just collapsed under its own weight. So, we end up with a game that looks and feels 10 years old, yet requires a modern day computer. It was barely able to handle processing a complex map layout like Ottawa, which since this was a federal government project, was the most detailed map, when there were just 50 connections running around. The program looks worse than the first Half Life, but required a minimum 1ghz cpu, go figure.

  38. *FIRST* considerations BEFORE selecting software by Anonymous Coward · · Score: 0

    How you would like for students to interact within the system. What elements do they gather data to make their inferences, and what elements aren't important? Does the system have to change in response to their tinkering? Do they work in teams or pairs? If so, what do you need within the system to allow this to happen? And -- HOW WILL STUDENTS BE ASSESSED?

    Certain educational MUVEs capture data about student involvement within the environment; for example, where they went, who they spoke to, etc. Think about what it is you want to measure, and how you will measure that. Consider how children will learn -- be very precise, and don't expect too much! Remember that class sessions are short, and technology in schools unreliable. Design for -- as Chris Dede likes to put it -- "defenestration".

    Finally, when you think you have a system in place, evaluate it early and often! It's tough to build an educational environment, and tougher still to build a good educational environment. There are many who still don't believe MUVEs can teach the explicit skills we might want students to learn... and they might be... could be... correct! So, before embarking on such a huge project, (please) read the literature, and best of luck!

    --dave crusoe // http://www.projectkir.org/

  39. Panda3d by Anonymous Coward · · Score: 0

    Another option for the engine could be Panda 3D.
    http://panda3d.org/

    (used for disney's toontown online)

    1. Re:Panda3D by Anonymous Coward · · Score: 0

      I was going to post about this also, but you beat me too it. It seems a decient and was used for Disneys ToonTown MMORPG as well as a number of other projects at Disney.

  40. Panda3D by fistfullast33l · · Score: 1

    I was talking to Jesse Schell, the chairperson of the IGDA, about two weeks ago at the RPI GameFest about the work he's been doing at CMU. We were using Torque for our game development but he actually told me he was using Panda3D for their work. Not surprising when you consider that he's a former employee of Disney but apparently it has great qualities including editing, compiling, and modifying the engine while it's running (I believe it has some Python hooks or somesuch). Anyways, it hasn't been mentioned here so I thought I'd drop its name.

  41. thanks all by plisdku · · Score: 1

    Thanks for your answers, all. I was able to present my advisor with a pretty comprehensive list of alternatives. And I think I am hooked on Ask Slashdot for life...