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Massive Multi-player Networking for Games
The
United States, along with 26 other countries, signed the Treaty
on Open Skies on 24 March 1992 as part of a wide-ranging international
effort to promote the openness of military forces and activities.
All signatories are obligated to accept overflights of their entire
national territory as defined in the treaty. The gathered data is
then made available to all treaty signatories regardless of actual
overflight participation.

Inspired by this notion that anyone could overfly anywhere without
restriction, Cybernet developed its OpenSkies Massive Multi-Player
networking and simulation architecture.
- Imagine
a simulation or game environment where there is virtually no limit
to where you can play or how many players with whom you can play.
- Imagine
network performance good enough for the most demanding first person
shooter game.
- Imagine
inserting the network into your game without complex network programming
-- a simplified object-oriented API is all you need.
- Imagine
incorporating network text and audio chat into your game environment
as part of the network bundle.
- Imagine
supporting each new network enabled game without having to
add new servers -- one common network infrastructure supports
many games simultaneously -- Alternatively, with an alternate
library you can support local networked games or simulations
which are fully DMSO HLA interoperable.
- Imagine
cutting your multi-player network set-up and operating costs in
half!
The
OpenSkies model and implementation components can do this and more.

Cybernet
has developed a patent pending, distributed network server technology
for the real-time data transfer of dynamic game network content.
The OpenSkies Real-Time Intelligent Routing technology provides
a low-cost, high performance solution that is easy to implement
into games and simulations. Supporting this networking technology
is a full open source simulation engine with network chat, terrain
management, dynamics, and realistic rendering that is integrated
fully with the OpenSkies communications model.
OpenSkies
networking technology was built for Massive Multi-Player Gaming
(>50,000 simultaneous players in applications that require first
person shooter levels of performance). The network router/server
technology that is the basis of OpenSkies is more broadly applicable
to any dynamically changing, many-to-many communications application
including:

- Massive
applications caching.
- Internet-based
classes.
- Stock
market interactions.
- Chat
rooms.
- Online
gambling.
- Audio/video
teleconferencing.
The
majority of web traffic is composed of one-to-one or one-to-many
interactions. However, the growth of the online gaming business
and chat rooms has shown that there is an increasing demand for
a more interactive experience on the Internet. This demand for interactivity
has already grown to the point where the national networks are no
longer able to handle the traffic and users are staying away due
to poor performance. Handling the demand for an interactive Internet
requires novel approaches to increase performance and provide a
better quality of service to the end users.
Cybernet's
OpenSkies Real Time Intelligent Routing Technology meets this need.
The technology provides a solution for increased performance where
there are many-to-many interactions in real-time. Cybernet is focused
on bringing this technology to the online gaming business. By providing
intelligent routing capabilities that service non-cacheable requests
across the Internet, we can provide a faster and better quality
of service to the end user in many-to-many interactions.

Cybernet's
technology takes the concept of caching to the next level. While
caching distributes content across the Internet to reduce load on
a web server, intelligent routing technology reduces the redundancy
of real-time requests across the backbone by putting application-specific
information in the router. Game clients connect to one of the distributed
OpenSkies routers and the routers then act as traffic cops between
the clients. In the case of distributed interactive gaming, users'
requests for data from all of the other players' data creates an
N-squared problem of data transfer across the Internet. By creating
a shared network of intelligent router and providing application-specific
message culling, OpenSkies technology removes the N-squared redundancy
and reduces the bandwidth load by at least 1/N or 25% to 90%.
The
OpenSkies architecture provides the ability to substantially reduce
the overall bandwidth to the client by culling out data that the
client does not necessarily need based on application-specific rules.
Two examples:
- In
a distributed computer game, if one player cannot interact with
another (because of being out of range or out of visibility),
messages from the second player need not be relayed to the first.
Since the router system knows the position state of both players
and has game-specific mutual interaction rules internalized, it
can block and not relay most player-to-player messages which would
be discarded if forwarded.
- Interactive
TV systems provide the ability to watch a sporting event from
multiple cameras. Typically, each of these video streams are sent
to the user at once and the user chooses which stream to watch
at the client. Router-internalized culling rules can determine
which stream a specific user is actually watching and forward
from the video server only the data for the user's selected stream.
Assuming 10 different camera angles and a client who has selected
only one to watch, a 90% bandwidth reduction to the client is
possible.
Technology
Cybernet's
OpenSkies Real Time Intelligent Routing technology uses a software-based
system running across a distributed server network. The components
of the system are:
- Client
API -- The communications library you use with your client
game or simulation. Versions are available for Win32 (Windows
98/ME and Windows NT/2000) and Linux (portable to most Unix
operating systems). This API is HLA interoperable
with Cybernet extensions.
- Lobby
Manager -- This is an application that allows a game/simulation
client (through its API) to be connected to the shared routing
network.
- Federation
Host (FedHost) -- This is an application which accepts client
connections and routes messages from clients to each other based
on applications-specific routing rules.
- Game
Server(s) and Web Sites -- Each game (i.e. federation) has at
least one game server that is the first "player" that
uses the Lobby Manager to establish a game (i.e. a federation).
The Game Server sets the game-specific rules as the federation's
creator. While game servers are game-specific, they utilize the
same client API as do normal game clients (i.e. the game binary
you provide to the players). Cybernet provides example game servers
and associated web site programming to jump start your development
efforts.
The intelligent routing software actually recognizes what traffic
is going where and who is subscribing to it. So instead of a 100-player
game having 10,000 different streams between the players, our
network consolidates these streams across the network and can
reduce the overall bandwidth by an order of magnitude.
The
technology behind this service is based on decades of research by
the U.S. military, which has been the predominant researcher in
multi-player simulations for the past 20 years. The U.S. military
has developed a distributed network software architecture called
High Level Architecture that provides for a much more scalable network
system than any previous or currently developed system. By adapting
this architecture, we have created a patented distributed server
system that supports massive multi-player games that would otherwise
be impossible. In addition, this technology will allow us to meet
the bandwidth needs of many other types of multi-participant interactions
such as video teleconferencing.
Supporting
Technology: OpenSkies Game Engine Features
The
OpenSkies game engine is open for your use and modification, but
Cybernet retains ownership rights of the original game engine and
any such modifications. You are required, upon receipt, to push
all such modifications back to us. We request that you inform us
of significant modifications and bugs found. You are required to
get a commercial license from us for uses that generate income to
you.

Example
Code:
Graphics:
- OpenGL
hardware accelerated graphics with 16-bit color.
- Screen
resolutions of up to 1600x1200 with full graphics and frame rate
- up to 30 Hz, depending on graphics hardware.
- Real
3-D instruments created from real photography. Supports HMDs and
shutter glasses.
- Multiple
view support - You can have multiple out the window views or make
a whole room your simulation center.
- Moving
map display for tracking that uses real digital maps.
- Open
Object Representations: VRML, OpenGL, USGS DLG (roads, land use,
etc.), DEM (terrain), SCASM airport data, many existing flight
simulation formats. Post your scenery to the OpenSkies community
free.
- Dynamic
culling of terrain for maximum performance.

Open
Source:
- Loadable
Simulation Modules: Dynamically loaded libraries (DLLs), based
on open C++ source code that describes behavior and appearance
of all simulated objects. Join a collaborative environment and
post your contributions to the OpenSkies community.
- Real
Aircraft Behavior Models: T34 single engine aircraft and TH57
helicopters. Unreal Models: Edge of Extinction vehicle at www.edgeofextinction.com
/ features / screens.shtml.
- Realistic
cause/effect scenarios supporting real military training exercises.
You can create your own adventures and share them with the community.
- Real
Audio: Supports DirectSound and prerecorded ATC. Vehicle to Vehicle
text and audio chat.
- Programmable
interactions between objects. You can implement collisions, damage
and even more complex AI interactions over the internet between
players and vehicles.
- Create
your terrain based on USGS data or other terrain formats.
- Cool
force feedback that you can't ignore from the real flight models.
Works on all DirectX compatible devices including I-Force®
controllers such as CH Products®, Logitech®, and ThrustMaster®
devices as well as Microsoft® force feedback devices.
- Weather
cells with wind layers are supported for realistic conditions.
Multi-Player
Networking:
- Communications
protocols: Supports the military's High Level Architecture (HLA)
standard for simulation networking and OpenSkies massive multi-player
capability across the Internet.
- Promotes
interoperability between different simulations. The HLA communications
system API and binaries are freely distributed - no licensing
fees required.
The
OpenSkies graphics engine runs on standard PC Platforms using low
cost hardware accelerated graphics, specifically under Windows 95/98/ME/NT4/2000.
The
OpenSkies network engine runs under Windows 95/98/ME/NT4/2000 and
Linux (portable to most Unix systems).
For more information go to www.openskies.net,
www.edgeofextinction.com,
and www.cybernet.com or contact
Cybernet Systems, 727 Airport Boulevard, Ann Arbor, Michigan 48108,
734-668-2567.
References
OpenSkies
High Level Architecture Run-Time Infrastructure SDK, Cybernet Systems
Inc., 2000.
OpenSkies
Virtual Training Environment System, Corporate and Product Background,
Cybernet Systems Inc., 1999.
All
OpenSkies materials are copyright, Cybernet Systems Corp.
Copyright Notice and License |
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OpenSkies Basics
Introduction
- An introduction to OpenSkies.
Scalability
White Paper - A demonstration of OpenSkies' scalability.
OpenSkies
Presentation - Web-formatted version of the OpenSkies
Presentation that was given at GDC 2002.
OpenSkies
Detailed
OpenSkies
MMPOG - Description of the OpenSkies Massive-Multiplayer
SDK at a high level.
OpenSkies
Network Architecture
- Description of the communication between the various OpenSkies
modules in more detail.
More
documentation is available as a registered
download.
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