Issue #28 - 12 September 2009
Jagex's Technology Capabilities Max & Ren Hello and welcome! Many of you might know me already but for those who are not familiar, I am Max. I hope that you will enjoy this post as it will hopefully give you a new new understanding of into Jagex's capabilities with their in-house technology. Without these breakthroughs in technology RuneScape would have never have been possible nor would MechScape. Jagex has a number of valuable technologies and today continues to pioneer beyond that.
Former Jagex CEO Geoff Iddison said back in 2008 that "We've got an infrastructure behind Runescape which is the real silver of the Jagex, the value of the company" (
source). While this statement does seem to indicate he didn't love RuneScape in the same way that founder Andrew Gower or the awesome Jagex CEO Mark Gerhard seem to, he isn't wrong that their underlying technologies are extremely valuable and vital to their success. It seems that "the Jagex" (as Iddison calls them) have created a development pipeline which means they can make low file size content which will work in their engine on multiple platforms and it all links into their modular supporting technology such as the website and customer support systems. Each aspect of their technology base could be the entire focus of a lesser company, but Jagex manage to do it all and make it accessible. They are, it seems, truly the Java Gaming Experts.
So why does this concern MechScape? Well, MechScape is going to be taking full advantage of these technologies that Jagex have developed. Of course, it would be impossible to tell you all of the different technologies that MechScape could contain, but by looking at the ones we do know of, we can better understand what MechScape could be like. Hopefully this article will be able to inform those who have not investigated closely on the different technologies that Jagex has discussed.
In-house development is probably one of the two words that could possibly describe everything Jagex has created. It is pretty well known that everything they use from model editors to RuneScript, Jagex has made in-house. Jagex was first named after Java Audio Graphics Extension which is their first known technology created by Andrew Gower. "So Jagex built a Java Audio Graphics Extension. We had to write our own library for audio and for graphics" (
source). So from this we can see that RuneScape's graphics and audio depend on this library so we can assume that MechScape will depend upon this library as well. Evidence of this has to due with the fact that Java is very well known for being able to reuse existing code, Jagex has stated that RuneScape and MechScape use the same engine and from what we can tell RuneScape and MechScape run off of the same client.
Another technology that RuneScape depends on for quests and other features is RuneScript. This is a separate language similar to Java in syntax form. "We write in a scripting language called RuneScript, which our Game Engine team has created specifically for making RuneScape content. The Java-based game engine then reads this RuneScript code and makes it all work" (
source). RuneScript is used by the content developers whom are not coders. "That's really great for my team, since it means we can create the content we design without needing to delve into the Java, but it also means we can't do things that RuneScript doesn't currently support" (
source). We know this technology is also used for MechScape. Many have accepted as fact that MechScape will depend on RuneScript for missions and other features in the game.
The whole backend system of Jagex consists of modules. A recent Developer Blog from Jagex,
Changing Names, gives us a general idea of how Jagex works with modules. "The systems we maintain are broken up into many individual applications (we call them 'modules'), each of which handles a generally quite small part of maintaining the games and accounts" (
source). The simple task of allowing players to change their username proved to be quite a task. From this we can draw a conclusion that everything plugs into each other. Each module is not exactly dependent on another but can communicate with each other an unknown degree. The idea of a module is to seperate code so that changing on line of code does not cause the entire module network to break. For instance, changing one line of code on a module that logs you into the game could happen to create a new unforeseen glitch that allows people to fly. This allows Jagex to be able to enhance each module and not worry about it effecting any other module beyond the communication the module may do.
Does Jagex really only use Java? We know that Jagex uses Java SE for both the client and the server. (
source) Also we know that they use RuneScript, which was mentioned earlier, but that depends directly on Java. We also know they use one other language which is very unclear (
source is video below found at 8:35). I expect this to be C++ due to the requirements for a programmer at Jagex but one could only guess (
source). The advantages of C++ would be down to the nature of language. C++ is naturally faster because it does not require a program to translate code for the computer's central processing unit to understand it. Java is known for being able to run on many operating systems and that is achieved through having a program translate a compiled code that the computer does not understand into a machine code native to the computer. The use could range from accelerating server side work just a little more to helping Java process the 3D world on the client. Eventually everything goes down to the Java elements. We do know that RuneScript is used in both RuneScape and MechScape (
source).
Jagex had always striven for the most accessibility for their games. "We built a translation tool - a parsing tool, rather, that parses out proprietary code to Wii, to the Xbox 360. So we have the capability to be on all three, but it's now a question of which product, which device? Equally, do we do that or do we go into China? So we've made sure we have the support for that" (
source). One of the main reason Jagex keeps RuneScape at such a low polygon count is due to the number of computers which can handle it. Jagex is also tracking the new Google OS as well as perhaps dozens of other operating systems. Java is known for support but not doubt Jagex's technology plugs into elements which are only supported for certain operating system. One instance is the DirectX is for the Microsoft Windows operating system and Jagex is looking into that.
Textures found in RuneScape have a very high compression ratio. "The Graphics team create textures in an editor, which then converts it into a series of instructions at a fraction of the file size. Instead of the game downloading a texture, it's recreated on the player's computer from that series of instructions, as and when it's needed. This is called procedural texturing" (
source). This technology alone makes it possible content to be streamed onto your computer when it is needed. Then creating the texture through procedural texturing Jagex is able to do effects with the textures. One example would be combining two or more textures to make a new texture. High Definition version of RuneScape is essentially a showcase of this technology whenever you look at something. Whether it is a rune scimitar, dragon or scenery there is a texture that was created using this technology.
Shadows are another big feature that HD showcases as well. While RuneScape did have shadows before they were static and not actual dynamic shadows that flicker with light back and forth. "Different areas will be sunny or gloomy, and shadows are created dynamically" (
source). "A hardware card will typically allow for eight lights. A very basic sunlight takes up two of those, leaving only another six, but we've managed to code a system that allows us to have up to 255 lights in a map square" (
source).
I would like to close with a video for this article. This is a shortened version that I have uploaded to YouTube but you are also welcome to watch the full length video at
sun.com. I couldn't simply describe it well enough using words as this shows Jagex's in-house tools.
MechScape and Community News
RuneScape in-game Meeting Mod Hohbein from the Community Management Team will be holding a RuneScape in-game surgery to answer questions on 16th September starting at 11am UK time. Alas, he says that he won't talk about future content. (
Read more)
Another 'soon' from JagexMod MMG is reported to have said that they will do an announcement on MechScape soon. (
Read more)
Previous Issues:MechScape Post #27: A Mech Called MurrieMechScape Post #26: Solo Play Versus Team Play In MechScapeMechScape Post #25: MechScape and the 4X GenreMechScape Post #24: MechScape and its future competitionMechScape Post #23: Jagex's use of Social Networking SitesMechScape Post #22: Basics of the Four Playable SpeciesMechScape Post #21: The Mecherican DreamMechScape Post #20: Desert City Art Review and New Beginnings ReviewMechScape Post #19: Cultural Differences: How they might affect MechScapeMechScape Post #18: The Economy of an MMORPGMechScape Post #17: Influences on MechScapeMechScape Post #16: MechScape ModerationMechScape Post #15: The MechScape Environment IIMechScape Post #14: The Community of MechScape Footnotes Contributors: Cursed, Ed5, Ren (Content Research Team); Max, Oscar, Xela (Writing & Editing Team).
Disclaimer: The views expressed by members of staff do not necessarily represent the view of MechScape World.