Runescape General Question

Does anyone happen to know which libraries were used to make the mmorpg game Runescape? Before anyone starts to flame “NO I AM NOT CREATING A 3D MMORPG AS MY FIRST PROJECT NOR EVEN A 3D GAME AT ALL FOR THE MOMENT”, thanks. I am just asking because i am curious as to what was used to write that game as it’s one of my favourite games of technological feats of all time . Any assistance in this matter would be greatly appreciated.

8BitOoze

I believe Jagex use custom in house tech (which isn’t available to others) but if you use something like LWJGL or JogAmp, you shouldn’t be too far off.

They also have a custom software renderer too.

Cas :slight_smile:

They use a custom renderer, which is written in C++ due to speed.

Ok, thanks i took a look at the links provided and they look interesting for future projects. Too bad they haven’t released their custom code, it would be an interesting read. By the way how is it possible to use c++ code inside a java class? I thought that wasn’t possible or am i a total noob? Thanks for all the help.

8BitOoze

JNI

They use JogAmp for hardware rendering now days I believe.

It’s been monkeyed with under the hood a bit.

Cas :slight_smile:

maybe look into ardor3d if you want to get something that looks decent up and running.

I remember when I registered my Runescape account (that I am trying to recover rith now due to this thread… hard…), this was the only mode available, hardware was added later

??? why they would do that ? seems they use their own… “RuneTek 5” wich I believe is at least as advanced (probably more…) as other OS project (and probably better match their needs)

[quote]RuneScape can be run with varying levels of graphical detail. High-detail graphics enhance texture and design, while low-detail graphics provide a cleaner look and can reduce lag on less powerful computers. RuneScape uses a graphics engine called “RuneTek 5”, which provides support for multiple graphics platforms such as DirectX, OpenGL and video game consoles, as well as graphical effects such as sky boxes, bloom lighting[66][67] and Z-buffering.[68] The high-detail version incorporates hardware acceleration and can be rendered using either Java OpenGL or DirectX.[69][70]
[/quote]

because JOGL works fine. Their latest backend seems to use something else (on Windows). I remind you that several commercial games use it too.

and ? who said that JOGL is not fine ? I was just pointing that Runescape made theire own some time before JOGL get popular, according to wikipedia they also go further than JOGL ( even if it not comparable, RuneTek5 is probably more high level as it allow different technologie for rendering while JOGL is mainly just a mapping of OpenGL drivers) by enabling rendering on OpengGL/DirectX (and game consoles ?), so why they would like to switch ??

I dimly remember reading somewhere that the original runescape 1 was based on a modified version of jpct. Can’t remember where I read it…

Edit: Can’t find the source - must’ve been mistaken…

would be cool but sound pretty funny for multiple reason … but who know maybe !

first version of runescape get out in january 2001, I dont think JPCT is so old (according to webarchive 2002), but best would be to ask Egon about that and why he never pointed that fact ?

NB: hehe maybe someone will read your post and will respond in another forum, you know what ? I’ve read that runescape v1 was based on JPCT, but cant remember where I read that :frowning:

anyway, if you found where you read that, let us know, it would be really bad practice of Jagex to not mentoin that anywhere !

[quote] why they would do that ? seems they use their own… “RuneTek 5” wich I believe is at least as advanced (probably more…) as other OS project (and probably better match their needs)
[/quote]
Doesn’t mean they still not using JOGL for the OpenGL part.

yes, that’s right, should be simple to verify, ( but I need my account back for that, I ll let you know )

Yeah - I’ve had a good trawl and can’t find it so I modified my post. Egon would surely know!

well whatever tech they used or forked, it would have been a long time ago, they have hundreds of programmers now and its likely the code has undergone massive modifications (or even re-written from scratch), so unlikely to be similar to the above mentioned projects or anything available these days.

Actually, no. Jagex used an in-house software rendering engine for many years, and as far as I know it’s still the fallback. Proof of concept work on an OpenGL backend started sometime around 2006, when JOGL was already old news.

Of the hundreds of programmers, more than 90% use only an in-house scripting language. Unless things have changed since I left, every single patch to the rendering engine is reviewed by Andrew Gower.

cool, nice to have info from a proper source, thx.