If your question is not answered here, feel free to post it on the forums.

General Questions

What can I make with MV3D?

MV3D can be used for virtual worlds, MMORPGs, and any type of 2D or 3D online game. MV3D doesn't include any actual game logic, so it remains flexible enough to be used in many types of online worlds.

What is an MMORPG?

Massively Multiplayer Online Role Playing Game. Everquest and World of Warcraft are two popular ones.

What does MV3D do exactly?

As it is today, it provides the groundwork for people to build online worlds. It handles networking, persistence, physics, the client (for 3d graphics, 2d ui, and sound), and asset management amongst other things. It is not a game in itself, but a platform to build games or other simulations on.

I've got a great MMORPG idea, but I've never programmed before. Is MV3D for me?

Probably not, unless you want to learn to program in Python. If you can find a team which includes at least one person who does know how to program, you should be all set.

Can MV3D handle a space based game?

No problem! MV3D is not built around having ground and players who walk on it. This makes it flexible enough to support other types of games.

Can MV3D handle a large game world?

Also no problem! MV3D can split up the game world across multiple physical servers in order to support both large and heavily populated worlds.

Is MV3D a Python Library?

Not really. It could possibly be used as such, but in general, it is a client and server application.

Who wrote MV3D

MV3D is open source, and as such, there have been contributors over the years. The project is run by its original author: Mike Handverger.


Why do the graphics in the screenshots look so bad?

Mainly because there aren't any artists helping out with MV3D. MV3D can use the full capabilities of both 3D renderers it supports, so anything possible with them is possible with MV3D. You can check out the screenshot pages for Ogre3D or Panda3D. If you are a 3D artist and want to help make the MV3D demo world look better, check out the Contributing page.

Movement on the client is jerky, what's the deal?

This is due to an early design decision which makes the server authoritative on the player's movements. Basically, when you hit an arrow key, the client asks the server to start moving, and then when you get the reply back you move. Since this is a round trip to the server, there is lag involved. Plus, the server sends out corrections for the player's movement every so often, which causes "rubberbanding" or snapping backwards (or forwards).