General information

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Diversia is an open, decentralized, virtual world where players can interact with other people and objects. Diversia differs from existing similar projects, because of the truly decentralized feature of the server.

Features

Server

The world can be hosted by many servers. Each server can host a part of the world map. This is some sort of a grid layout. Players are able to move from one part of the world map to another. When a player is standing close to the border of a server map he/she sees the other server map as if it were one server. The player won’t realize he/she is looking at another server. The server maps seamlessly connect to each other. The server is decentralized. Everybody can join the world by hosting and creating their own server.

The core features of the server are listed below.

  • Free / Open Source Software
  • Multiplatform (unix/win32)
  • Decentralized
  • Works in grid layout
  • Foreign servers can connect to each of the four sides (in the future also the top and bottom)
  • System administrators can create their own (virtual) grid of servers to share the load
  • PostgreSQL for storage
  • Resource sharing by using a webserver
  • Webinterface or terminal client to manage the server

Client

The game client exists of two different modes. In the play mode the player gets to discover the worlds that other players have built. The player can interact with other people and objects. The build mode is where players can create their own part of the world using a editor where a lot of parts can be chosen. The user interface will be simple so it won’t take much time to get used to the menu’s and controls. The client is really extensible by using the object system and the scripting engine. With the scripting engine it is possible to extend the functionality without a recompile.

The core features of the client are listed below.

  • Free / Open Source Software
  • Multiplatform (unix/win32/osx)
  • Real world physics
  • User generated content
  • Scripted objects
  • Scripted gamemodes
  • Simple and extendable object system
  • Automatic sharing between client and server
  • Scalable landscape rendering
  • Communication (chat)
  • Play mode and build mode
  • Seamless switching between maps (servers)
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