NetDog is built on a flexible architecture where any node in the architecture can act as a server – processing time sequenced events across all nodes in your network. Thus, developers have the ability to create a wide range of networking topologies, including traditional client-server, peer-to-peer, and a variety of hybrid solutions, including our patent-pending distributed architecture. These options can be implemented after a game has been built with NetDog, giving developers the option to tune and off-load processing as game demands increase.

Channels
NetDog's channel architecture can be used to assign different events, objects, and messages to distinct, user-definable channels that can be customized to meet game needs. Channel customization includes differential routing where packets can be sent to alternate nodes, potentially limiting data sent to central servers, and priority where message types can be assigned hierarchical priority in processing, ensuring that highest priority messages are always processed first.

Fully distributed mode
NetDog has the built-in option to be used in fully distributed mode. In distributed mode, nodes in the network act as localized servers, processing time-synchronized events for the nodes in their region, and relaying key data to surrounding nodes and the centralized server. Nodes within the architecture can act as referee nodes, checking packets to ensure system security.



Learn more about NetDog's tools for building your MMO or Virtual World:



During production of Aerrevan, we needed a network solution that provided security while maximizing network throughput. NetDog has met these needs and has proved to be a solid platform for our networking API.

— Neil Oosterveen, Executive Producer, CubeForce Media