Hello game developers the world-wide,
PX Interactive has been pretty quiet to-date, as we have spent all of our time focusing on getting NetDog ready for customers. But all that is about to change! At Austin GDC we will have a booth and will announce ourselves formally to the game development community.
Over the next few months, we’ll be trying to meet as many developers as possible, telling them about the scalability, performance, flexibility and ease-of-use of NetDog. We think we have created a useful product that will let developers jump-start MMO development, while giving them the flexibility to develop the game or Virtual World they want. NetDog will impress its users with its scalability and performance, which are as good or better than the top competitors.
But equally or more important for developers, NetDog is significantly easier to use, and much more flexible than any of our competitors. Want to use Unreal – no problem, NetDog will integrate quickly and easily; Your game would look better in Crytek, not an issue; want to use Trinigy, we have a partnership with near-seamless integration; prefer to use an open-source engine or one of your own, also should not be an issue, as NetDog is built on C-bindings with underlying Object and Event models that can easily integrate with any tools.
Most importantly – NetDog has several game-changing features. The first, NetDog is fully cross-platform – developers will be able to create games that can be played across PC, Mac, PS3, Xbox 360, and even iPhone. Network messages will work regardless of the platform, bringing more gamers into each game, and providing unique gameplay options.
The second is the core of NetDog’s architecture, our patent-pending distributed networking solution. With small setting changes NetDog can be used in a variety of network topologies – from a full client server mode to fully peer-to-peer, with a variety of network computing options in-between. Developers will have the option to off-load some or all of their game processing to the clients in their network, and can choose which functions and events will be handled where. This will help build for bigger, more efficient networks with lower latencies.
We look forward to meeting you all, and hopefully working together to create big, high performance virtual worlds and MMOs