News: in collaborazione con:

Autore Topic: [X360] Network Middleware per Xbox 360  (Letto 1168 volte)

0 Utenti e 1 Visitatore stanno visualizzando questo topic.

Offline .:|Physalis|:.

  • Jedi Master
  • ***
  • Post: 2466
  • Back there... again...
    • Mostra profilo
[X360] Network Middleware per Xbox 360
« il: 30 Luglio, 2005, 10:24:23 »

DemonWare Unveils Network Middleware for Xbox 360

DemonWare announced today that it is providing support for the Xbox 360 and multiplayer titles being released on the platform. Having worked closely with Microsoft for the last 6 months on the 360 dev-kits, DemonWare is the first network middleware company to offer a full next-gen solution to developers and publishers for networking and all technical aspects of online gameplay.

"The future is online and DemonWare is helping Microsoft and the game development community get there faster,” said Tracey Frankcom, Program Manager, Xbox Tools and Middleware. “We are convinced that the first Xbox 360 titles will set new standards in the online experience and DemonWares’ groundbreaking network middleware will play a big role in that.”

“We are very happy to be supporting the Xbox 360 platform from launch. Studios will be able to get up and running fast and deliver even greater online experiences utilizing the power of this new console”, said Sean Blanchfield, CTO DemonWare.

DemonWare provides a complete range of network tools for studios and publishers working on multiplayer titles. DemonWare Netcode is widely regarded as being the most developer-friendly network middleware available and is being used in a number of AAA titles being released across all console platforms in 2005.

DemonWare Core State Engine Features Include:
NAT/Firewall Traversal: state-of-the-art techniques to negotiate complex routing setups
Compatibility: Supports Havok, RenderWare, SN Systems, Codewarrior.
Integrate Anytime: incorporate at the beginning or the end of your development
Voice: supports all in-game communications
Packet Amalgamation: avoids header/payload ratio inefficiencies
Reliable Messaging: switch reliability on or off at a fine granularity and configure acceptable delivery timeframes on a per-message basis
Bandwidth Arbitration: ensures smooth network play for users
Encryption: secure communications with low overhead

Network Specific Features Include:

DemonWare P2P (Peer-to-Peer)
Framework for synchronized simulation
Latency compensation
Automatic host migration
Support mid-game joining
Supports prediction, extrapolation and interpolation

DemonWare CS (Client Server)
Client-side prediction
Delta compression
Extrapolation and interpolation
Selective updating (LoD, BSP)
Interpolation breaks.

 :thumbup: :bowdown:


BloQcs design by Bloc
SMF 2.0.17 | SMF © 2020, Simple Machines
Simple Audio Video Embedder