WE HAVE COVERED a lot of ground up to this point, working with time synchronization, tile-based games, A* pathfinding, isometric mapping, and a ton of multiplayer concepts. While most of those concepts stand well on their own, this chapter brings them all together in showing Old World—the virtual world created for this book.
In this chapter, we start by discussing virtual worlds in general and touching on many of their common technical features. After that, we’ll get into Old World: what features it has and the map XML format it uses. We then look at some of the code used to render the world, and finish up the chapter by showing how to bring the avatars from Chapter 13 into the world and get them walking around.