by SirGolan » Sat Apr 12, 2008 4:58 pm
Hi there,
In MV3D, you can have as big of a world as you like (assuming you have enough servers to handle it). There are no zones in the traditional sense where you have a bit of a pause when you go between them. Everything is seamless. To explain a little further, at the bottom level, you have individual objects-- players, monsters, trees, chunks of terrain. Those are all contained by Areas. Areas don't have any specific size or shape, they are just containers for objects. I've made a single area that was about 1/3 the size of the state of Rhode Island (and on one server, too-- just this was only possible because there wasn't much going on in the area). Then, you have a collection of Areas which is called a Realm. You could think of a Realm like a continent or even a single planet (for a land based game). In a space game, it could be a solar system or maybe even a galaxy. It's really up to you how you partition things.
Currently, I'm not sure that it is possible to seamlessly move from one Realm to another, but that is planned to work. One of the things that make this hard is that two Realms can have completely different game rules or physics, so anything that crosses the boundary between the two has to also be adapted for the different rules.
A little more about terrain though. The terrain is made up of many chunks. Each chunk has a small part of a height field. They behave like all other objects in the game, so they are completely dynamic (if you edit them with the editor, other players within view will see your changes more or less instantly). This also means that there is no reason you can't have overlapping terrain, caves, or whatever you want basically.
Hope that answers your questions.