MMORPG Framework¶
Unreal Engine platform · Framework v1.0.0 (frozen) · Primary local target UE 5.8
A modular, testable MMORPG development platform — not a finished game. The framework is the product; games and adapters are separate deliverables built on top of it.
Source repository: MchtMzffr/mmorpg-framework (local workspace: X Online).
Quick start Capabilities Architecture
What you get¶
| Layer | Role |
|---|---|
| Simulation core | Deterministic command → state model (SIMULATIONCORE) |
| Owner capabilities | Inventory, Loot, Quest, Economy, Crafting, Vendor, Mail, Marketplace |
| Persistence | Versioned composite unions, round-trip + hash identity |
| Platform hardening | Stress, fuzz, long replay, corruption matrix, CI baselines (PH0–PH5) |
| Network (Phase 2) | Dedicated host, replication/interest, prediction/reconciliation tracks |
What this is not (v1 honesty)¶
Not a live MMO out of the box
Framework v1 proves correctness of simulation + capabilities. It is not a shippable consumer MMO with content, franchise IP, or full production ops. Live multiplayer transport and game content sit on later tracks — see Roadmap.
Commercial charter: build reusable technology, not a branded game product first. Framework code stays IP-free (no franchise names in cores).
Documentation map¶
| Page | Use when |
|---|---|
| Quick start | Open the Runtime host project |
| Capabilities | Inventory → Marketplace owners |
| Architecture | Repo layout + plugin map |
| Roadmap | v1 frozen vs Phase 2 |
| FAQ | Common questions |
Deep governance (Constitution, ADR, Gates) lives in the source repo under Documentation/ — this hub is the customer/seller entry, not a second SSOT.