Turning Your Game Into an MMPOG
Cybernet to present OpenSkies networking architecture at GDC

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Want tens of thousands playing your game in a massive multiplayer environment but don't want the hassle of developing the network? Cybernet Systems' OpenSkies might hold the answer.

The massive multi-player network architecture, a set of APIs which enables tens of thousands of players to simultaneously interact in the same virtual environment. is ready for prime time and was recently used by Taldren for its popular Starfleet Command II: Empires at War computer game. Taldren added OpenSkies as the underlying networking architecture, which was delivered to users in Taldren's recently released 2.0.1.3 Empires at War patch and . With this patch, players dramatically increase the number of opponents with whom they can face off at any one time in the Empires at War environment. [an error occurred while processing this directive] "One thing that's different about OpenSkies is that most network architecture offered by competitors only works with the competitors' game engines," explains Charles Cohen, vice president of research and development. "Ours works with anyone's engine.

Cohen said it's very easy to incorporate, too. "Just a couple of lines of code lets you wrap OpenSkies around the game so the game programmers get to save all the code they've already done. None is wasted."

He also said that there is no limit to the amount of players and no need to create zones. "The communications are on the server end and are handled by FedHosts," he says.


Source: DMN

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