How is POE programmed under the hood?
I've always had a minor interest in modding Diablo II. I've looked over its patch files many times and am pretty familiar with the format.
I was curious how exactly POE handles all of its data from a programming standpoint? It's like any thing in the game can have a ton of properties applied to it, using a unified property system (but with type-specific pools of different effects/prefixes/suffixes). It's basically Diablo 2 on steroids! Of course, being an online-only game, I would seriously doubt any of the data is clientside (only the art assets, etc). |
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Its unmoddable because its online and its online because people would hack and cheat the crap out of it.
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Yes, of course it's unmoddable. I wasn't asking about modding POE, simply how it's systems worked under the hood.
It's not unreasonable that people have their own projects to work on and were curious how professional developers approach a task. |
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how about UI modding? is it possible? i would love to see UI mods
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![]() no wonder there is still desync. |
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That info is highly classified. GGG (and most players) do not want hacking or modding to occur at all as it is cheating and PoE is very tightly server controled, so much so that while GGG has been successful at keeping out most hacks (there are only a few such as...
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration. The perfect solution to fix Trade Chat: www.pathofexile.com/forum/view-thread/2247070 |
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I can guarantee it's C++, based on how performant the game is otherwise.
Networks are gonna network, regardless of how you program into them. Usually, for a very mechanically flexible game, it would also include some kind of scripting language for various tasks (ie, WoW uses Lua for it's UI). Could be Lua, or something they developed in-house. A great example would be to popup the item links when you mouse over, while the core C++ engine would handle all the entity and data management. Last edited by Slairne#1373 on Jun 29, 2014, 9:28:41 AM
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" The game runs on a custom built engine, presumably made with C++. " People have made some useful UI mods but they aren't allowed and will get you banned if you are caught using them, so don't. |
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" Well, I figured that much. But common sense only gets you so far. I'm not asking for compileable code or how the data is handled down to the exact detail. I'm just looking for something along the lines of "This was our goal, this is how we approached it, and here are some of the challenges we faced." Bonus points if it goes into depth on the design patterns. Edit: A good example of what I'm looking for would be like I mentioned in the OP post. I observed that entire levels, items, skills, and monsters can all properties applied to them, and they have similar patterns and values. Therefore, it stands to reason that every property could be applied to any object type, but confirmation would be needed in either case (as this implies a soft typing for how the object data is handled). Obviously you'll never get a map mod on a monster, since there's a set list on what goes where, but the question is COULD it? Last edited by Slairne#1373 on Jun 29, 2014, 9:47:36 AM
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Johnathan has posted some details on Hacker News here and there. I forget what his username is now, but I went through his comment history there and there is quite a bit of behind the scenes info.
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