Blue Mars uses the CryPhysics physics engine. The physics system supports character inverse kinematics, vehicles, rigid bodies, liquid, rag doll, and soft body effects. For cloth simulation, we use the SyFlex realtime cloth simulator.
The number of Avatars you can see on screen at once and the distance at which you can see them depends on a number of variables like the speed of the computer and the speed of the Internet connection. In general, you can see approximately the 50 avatars closest to you.
We are exploring support for alternate physics engines like PhysX but they are not officially supported at this time.
We support the COLLADA 3D data and animation format. Although it’s not an open source “standard,” we also support Flash files for GUI elements and in world signage. In addition, we support LUA based scripting, a very popular programming language in the games industry.
We use LUA scripts. They are executed locally on each client machine.
Blue Mars uses the same basic settings as Skype, with these outgoing ports:
• UDP: 8000
• UDP: 10000 to 20000 inclusive
When will we stop improving Blue Mars? Never. We will continue to build new features and improve the ones we have as part of our ongoing development process. That said, there are quite a few new features on our road map for this year like improved chat system, server side streaming, animation tools, web integration, more attachments and much more.