Gamasutra: The Art & Business of Making Gamesspacer
arrowPress Releases








If you enjoy reading this site, you might also want to check out these UBM Tech sites:


Product:  Marathon: Durandal  Using ReplicaNet

Product: Marathon: Durandal Using ReplicaNet

July 12, 2007 | By Brandon Boyer

July 12, 2007 | By Brandon Boyer
Comments
    Post A Comment
More: Console/PC, E3



Game middleware firm Replica Software has announced that developer Freeverse's forthcoming Xbox Live Arcade version of Bungie's 1995 classic Marathon: Durandal is utilizing ReplicaNet's network tools to support the game's multiplayer modes.

Replica says Marathon is using the company's ReplicaObject and DataBlock network bandwidth optimisation features to support the game's eight player online modes.

ReplicaNet's object oriented C++ library is engineered to help the developer of applications that require a stable and low maintenance middleware solution to networking.

New features in the latest version of the software include lobby services such as server listings, NAT detection and punch-through, user profiles, persistant data storage for each user, binary difference patching and internet key code APIs.

The company has also announced that its software was used by Dynamic Animation Systems for the developer's Virtual Interactive Combat Environment student, instructor and observer stations, which allows training instructors to record sessions and use variable speed playback including pause and jump-to-boomark control.


Related Jobs

Sony PlayStation
Sony PlayStation — San Mateo, California, United States
[04.23.19]

Sr. Manager, Competitive Gaming (North America)
Subset Games
Subset Games — Seattle, Washington, United States
[04.23.19]

Platform Engineer
Disbelief
Disbelief — Cambridge, Massachusetts, United States
[04.23.19]

Junior Programmer, Cambridge, MA
Disbelief
Disbelief — Cambridge, Massachusetts, United States
[04.23.19]

Senior Programmer, Cambridge, MA









Loading Comments

loader image