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Wikipedia

ReplicaNet

Replica Software.
Company typePrivately held company
IndustryVideo games
Founded2001
HeadquartersLondon, UK
ProductsReplicaNet, RNLobby
Websitehttp://www.replicanet.com/

Introduction edit

Distributed computing and distributed object systems are designed to allow software modules or objects to work together where the objects can be located on different computers connected by a network. Interactive computer simulations and computer games can use object-oriented programming languages such as C++ to maintain a database of entities, player characters, monsters, tanks or just about anything that can exist in a simulated world.[1][2][3]

How ReplicaNet works edit

Using an object description language or by programmatically registering filter classes each machine knows how to create and update each C++ class object. Each object is then treated as a potential network shareable object on the machine that allocates it. This machine has control over the C++ classes and can change variables or call member functions as normal. Once the object is ready to be shared to other machines the object is published on to the ReplicaNet network session. The underlying ReplicaNet software detects changes in the object and automatically updates the replicated classes on the machines connected to the network session. Any changes made to the member variables of the C++ classes can be extrapolated by ReplicaNet using several pre-defined filters to reduce the amount of network traffic when transmitting changes in the object.[4]


This approach of describing objects that can then be processed by other computers is similar to other systems such as CORBA, Java remote method invocation and Distributed Component Object Model.


In 2011 Game Developer magazine announced ReplicaNet 7.0 as one of the Networking finalists for the Front Line Awards which honors the best networking middleware in the video game industry.

Products using ReplicaNet include edit

Book references to ReplicaNet edit

Game Programming in C++ Start to Finish by Erik Yuzwa http://gameprogrammingstarttofinish.wazooinc.com/

Massively Multiplayer Game Development 2 - Page 220 - Charles River Media.

References edit

  1. ^ Framework:overview - Yag2002-DevDocs
  2. ^ C++ for Game Programmers, Second Edition
  3. ^ Game Programming in C++
  4. ^ ReplicaNet technical information
  5. ^ ReplicaNet 2009-02-13 at the Wayback Machine

replicanet, replica, software, company, typeprivately, held, companyindustryvideo, gamesfounded2001headquarterslondon, ukproducts, rnlobbywebsitehttp, replicanet, contents, introduction, works, products, using, include, book, references, referencesintroduction. Replica Software Company typePrivately held companyIndustryVideo gamesFounded2001HeadquartersLondon UKProductsReplicaNet RNLobbyWebsitehttp www replicanet com Contents 1 Introduction 2 How ReplicaNet works 3 Products using ReplicaNet include 4 Book references to ReplicaNet 5 ReferencesIntroduction editDistributed computing and distributed object systems are designed to allow software modules or objects to work together where the objects can be located on different computers connected by a network Interactive computer simulations and computer games can use object oriented programming languages such as C to maintain a database of entities player characters monsters tanks or just about anything that can exist in a simulated world 1 2 3 How ReplicaNet works editUsing an object description language or by programmatically registering filter classes each machine knows how to create and update each C class object Each object is then treated as a potential network shareable object on the machine that allocates it This machine has control over the C classes and can change variables or call member functions as normal Once the object is ready to be shared to other machines the object is published on to the ReplicaNet network session The underlying ReplicaNet software detects changes in the object and automatically updates the replicated classes on the machines connected to the network session Any changes made to the member variables of the C classes can be extrapolated by ReplicaNet using several pre defined filters to reduce the amount of network traffic when transmitting changes in the object 4 This approach of describing objects that can then be processed by other computers is similar to other systems such as CORBA Java remote method invocation and Distributed Component Object Model In 2011 Game Developer magazine announced ReplicaNet 7 0 as one of the Networking finalists for the Front Line Awards which honors the best networking middleware in the video game industry Products using ReplicaNet include editMarathon 2 Durandal 1 2 Virtual Interactive Combat Environment Urban Chaos Riot Response 3 Universal Combat 4 Sector 13 Airburst Extreme XBLA 5 Book references to ReplicaNet editGame Programming in C Start to Finish by Erik Yuzwa http gameprogrammingstarttofinish wazooinc com Massively Multiplayer Game Development 2 Page 220 Charles River Media References edit Framework overview Yag2002 DevDocs C for Game Programmers Second Edition Game Programming in C ReplicaNet technical information ReplicaNet Archived 2009 02 13 at the Wayback Machine Retrieved from https en wikipedia org w index php title ReplicaNet amp oldid 929867423, wikipedia, wiki, book, books, library,

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