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New
API Enables Developers to Dramatically Increase Player Interaction and
Reduce Development Time/Costs "Cybernet's massive-multi player technology is very impressive in both breadth of features and in technical depth - Cybernet has developed the next-generation online API," said Erik Bethke, CEO of Taldren, creator of the popular Starfleet Command II: Empires at War computer game. "It eliminates the majority of the awkward and difficult multi-player debugging task from development, which typically accounts for a large portion of the time it takes to get a game on the market. Once the network is integrated into a game, players can face off against thousands of other players around the world. The technology is opening the door to a truly global online gaming environment. Taldren is integrating Cybernet's technology in a not-yet-released patch for Starfleet Command II, as well as in our unannounced console game currently under development. Online gaming is already huge, and in the future online games will be huge on the PC and console alike. Getting to market faster is critically important, as the future opportunities in online gaming will be limited to the houses that have proven experience." Cybernet's massive multi-player gaming (MMPG) network architecture is adapted from a distributed network software system the company originally developed for use in U.S. military flight training exercises. The MMPG architecture delivers real-time intelligent routing across a distributed network server system. Game clients connect to distributed servers, which act as traffic cops directing real-time data requests across the backbone and minimizing redundancy. Sophisticated culling rules further lower the bandwidth load by 25 to 90 percent. Cybernet's technology offers developers a high-performance, low cost solution for easily implementing the MMPG architecture into online games and simulations. "Our patent-pending networking technology reduces the average time it takes to create a massive multi-player game from 3+ years to as short as 18 months, and cuts development costs from $8 or $10 million to as little as $3 million," said Cybernet vice president of research and development, Charles Cohen. "No complex network programming or debugging is required. Games can now be published, released and start generating revenue much faster. The result is a win-win-win proposition for game developers, publishers and end-users." For further information about Cybernet's massive multi-player networking technology or about licensing requirements, contact Cybernet directly at 734-668-2567, or visit the company's web site at www.cybernet.com. About
Cybernet Systems |