|April 15, 2005|
|BigWorld Pty Ltd Releases BigWorld Technology Suite Version 1.6|
(Sydney, AUSTRALIA) – BigWorld Pty Ltd has released the latest version of their market-leading MMOG software platform, BigWorld Technology Suite V1.6, providing Massively Multiplayer Online Game studios with the ideal base on which to build the next generation of online games.
The BigWorld Technology Suite is an integrated set of tools, software and systems that provides all of the underlying technology and content development tools required to produce an MMOG. BigWorld has licensed their technology for use in 43 different upcoming games, making it the de facto standard MMOG development platform.
The new version of BigWorld Technology Suite features a sparkling new DirectX9 3D engine, improved direct export from 3D Studio MAX and new support for direct export from Alias Maya. V1.6 also improves BigWorld's renowned content creation pipeline, with an entirely data-driven art pipeline using the FX shader file format and XML definitions that allow the 3D engine and tools to support arbitrary vertex formats and shader importation.
The server software has also been enhanced in 1.6, with further optimised load balancing algorithms and increased efficiencies. The multi-tiered load balancing architecture allows BigWorld Server to support multiple shards, multiple worlds and even multiple games on a single cluster, providing a level of robustness and resource utilisation unparalleled in the industry.
BigWorld Technology Suite 1.6 provides operators and studios with a lower total cost of ownership, through several innovations. The BigWorld Server architecture allows operators to run several games on a single server cluster, dramatically reducing the cost of running the game, while the enhanced Content Creation Pipeline reduces the cost of building and filling out the complex worlds required in next-generation games.
John DeMargheriti, CEO of BigWorld, explained the focus; “In more established MMOG markets such as Korea, game operators look at the whole picture and are searching for not just a robust and scaleable server architecture but systems that reduce the Total Cost of Ownership. We already had dynamic bandwidth controls but our customers in Asia operate a large number of games and the server farms are quite spectacular. Our sophisticated load balancing systems and optimised content pipeline now provide them with the ideal base to reduce costs and deliver better games.”
About the BigWorld Technology Suite
About BigWorld Pty Ltd
Thanks Robert Spencer
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