Traditionally, multiplayer games have used the client-server or peer-to-peer model to handle gameplay, artificial intelligence and physics.
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.
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 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.
Akimbo Technologies fault tolerant distributed computing middleware:
- Detects cheats in real time
- Corrects cheating attempts in real time
- Distribute authority to multiple peers dynamically
- Heal the network by dynamically removing the rouge peer from authority
- Survivability of targeted DoS attacks
- Saves millions on server and associated bandwidth costs
- Integrated with the top game engine
Fault tolerant distributed computing, is a secure alternative to the client-server model. Thus the cost of supporting an online multiplayer game can now be eliminated.
To find out more about how your multiplayer games can benefit from fault tolerant distributed computing contact: email@example.com