Area Systems Print

HeroEngine is designed around a highly scalable, robust server infrastructure. Its backend servers are designed to distribute load over a flexible server cluster, autobalancing as demand shifts.

Segregate your geography into individual area servers. HeroEngine supports common areas, instanced areas, and hybrid approaches. Choose a heavily instanced style of game, or a seamless world, or some mixture in between, HeroEngine is designed to handle it all!

You can even create new processes and assign asynchronous tasks all from HeroScript. Want to manage your backend as a collection of services? Or maybe break your Area's processing into a combination of geographic specific servers and separate service processes? HeroEngine has the flexibility to match your design vision.

Physics Server

Utilizing the NVIDIA PhysX™ SDK, the HeroEngine physics server currently represents a physical model of the entire world on both the client and server.

Physics Engine Features
  • Simulated rigid body dynamics
  • Real-time updates during the editing process
  • Ray casting and collision detection queries at very high speed
Physics Engine Features Under Development
  • Full NVIDIA PhysX™ integrated collision and character controller based collision
  • Advanced Constraint management
  • Cloth simulation
  • Soft body simulation
  • Ragdoll physics for characters
  • More script bindings
  • Fluid particle systems

Master Control Console

The Master Control Console serves as a centralized monitoring and control dashboard. Automatic systems manage distributing processes across your server clusters.

  • Organize your environment into separate worlds, both public and private.
  • A full publishing system allows for selective content migration from server world to server world.
  • Establish your own distribution workflow.
  • Publish from development servers, to staging servers, to live servers -- or anything in between
Metrics and Analytics

The Master Control console is constantly monitoring your system and alerting operators to problems. Metrics are collected and presented at this layer. Even plug in your own metric systems for custom reporting and data mining.

  • Live, real-time metrics and searchable logging.
  • Monitor your server cluster at a glance, or drill down for detailed performance and utilization metrics!
  • Visually analyze player and character behavior.

Repository System

The live, dynamic nature of HeroEngine is fueled by a sophisticated Repository System. All game content is placed into the Repository and is delivered on-demand to clients and servers that need it. This approach makes changes to meshes, textures, animations and more occur in real-time without having to restart HeroBlade or the player client.

On production servers, the Repository System replaces the slow and awkward patching systems that virtually all MMOs have used up until now. Deliver only the data each individual player actually needs, when they need it while maintaining control over packaging and distribution strategies.