Hello and please excuse my bad, non-native english.
I'm starting the development of a C# / HTML5 3D MMO game engine, named Qintis.
It will be a commercial, pay as you go, game engine.
I'm creating this engine primarily for a PVP only,
space mmo that i want to make. So if you don't see in the first versions a lot of support for editors/floors/graphics/asset server/animations/ai/etc don’t be surprised.
The engine will be designed to support one big world contained in any number of servers.
You won’t have to break your game per server.
It will be free to play with microtransactions.
The engine will consist of two apis, for the server and the client.
You will be able to include these apis in any project, and host it anywhere you want.
The apis will provide not only the basic functions of the engine, but also a demo game, that you will be able to use as a template for your game.
Of course you will be able to use just the parts of the engine that you want to use and change others, since the engine will be extendable.
Although not final yet, billing will probably be based on a pay-as-you-go model, based on the number of people that concurrently play your game.
Also, i created a crowdfunding project for the engine, where you can show your support.
http://igg.me/p/215120?a=523650
Technology i will use (for now):
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Server:
- C#, VS 2012/.Net 4.5, Sql Server for a sql db
- Free hosting, such as Appharbor.
- Physics with ammo.js or BulletSharp
Client:
- Browser based, HTML5.
- Must play in as many browsers as possible, from desktop to existing smartphones.
If this means i can’t use the latest HTML5, then i won't.
- Canvas 3D with Three.js, since WebGL is not supported in a lot of devices.
- Script# for logic, AngularJS / Javascript for DOM.
- Networking with SignalR.
- Physics with ammo.js
Both server/client will use MEF with C#, to provide easy extensibility.
In this forum i will post the engine's progress but you can also pitch an idea if you want to or discuss anything else.