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Chapter 3. Running BigWorld Technology Demos

Two demos are included in your package:

  • Tutorial - This demo is a basic skeleton project containing a minimal game implementation. The Tutorial document will walk you through creating a similar project. New game projects created based on the instructions above (see chapter How to Setup Your Development Environment) will contain a copy of the Tutorial.

  • Fantasy Demo - This demo is the BigWorld Technology official demo which shows most of the engine capabilities. It is not recommended to use this demo as a skeleton game as some of the code in it is not production quality and as it is usually too complicated to start with. Customers can reuse Fantasy Demo code in their game but should review it to make sure it fits their game requirements and that it will scale correctly for their game.

Running one of these demos require the following steps:

  • Setup a client and a server machine as required above (see chapter How to Setup Your Development Environment).

  • Synchronise the demo assets (tutorial/res or fantasydemo/res) to the server machine (see the Client Programming Guide section Shared Development Environments.) and update your .bwmachined.conf file in accordance.

  • Start the server using the Cluster Control module of the Web Console (see Server Operations Guide for more details).

  • For FantasyDemo: Start the client and choose the option "Search for servers on local network" to search for your server and connect to it.

  • For Tutorial: follow the instructions on the bigworld/doc/bigworld_tutorial.pdf "Connecting the client to the server" chapter.