Akimbo Technologies is revolutionizing multiplayer gaming industry through the creation of a fault tolerant distributed computing (also known as fault tolerant peer-to-peer networking) that has the capacity to save your company millions by eliminating server farms.

Traditionally, multiplayer games have used the client-server model to handle gameplay, artificial intelligence and physics. To support a large user base, companies must maintain large server farms provisioned for maximum throughput — a costly architecture that has a significant impact on your bottom line. Our fault tolerant distributed network middleware eliminates the need for massive server farms and will ultimately save you millions in both bandwidth costs and hardware costs.

This project was supported by IRAP and is under the guidance of our founder who revolutionized the telecomm industry by developing peer-to-peer call processing and holds over ten patents for this technology. Translating this knowledge to the gaming industry, our highly resilient fault tolerant middleware will support multiple game engines.

Current network models

Currently there are two main models of networking for multiplayer games: the client-server model and peer-to-peer model.

In a client-server model, each and every client is connected to the server, thereby directly communicating with the server. In the peer-to-peer model, which eliminates the need for game servers, every client (peer) is connected to each client (peer) and communicates with each other directly. Peer-to-peer solutions offer publishers an opportunity for millions in savings by eliminating the need for servers, maintenance, and bandwidth. Peer-to-peer models thus far adopted by the industry have posed security issues.

The client-server model has been the industry standard for years. As such, it is a familiar technology, with extensive programming resources and a solid body of knowledge.

In a client server model the game server is the authority on the game. As such, all game decisions are made on the server away from both the client and any potential hackers, easily keeping the data secure.

This security comes at a cost. By using a client-server networking model, the game publisher must endure the cost associated with hosting the game, that is the cost of servers, bandwidth, infrastructure and management resources.

If a game is known to be easy to cheat, players will stop playing the game due to unfair advantages. In the gaming industry, millions are directly and indirectly lost to cheaters. As such, security of data is of the highest concern in online multiplayer games.


Fault-Tolerant Distributed Computing >>