NetDog is a networking engine built with Massively Multiplayer Online Games in mind. Thus, from a performance perspective, it is able to handle a large number of clients per server as well as a high data rate, which thus reduces server hardware costs as compared to other networking engines.
This notion of concurrent users and data rate is a critical one, as some benchmarks published by our competitors indicate a large number of users (e.g. 20,000) per server, but for incredibly low data rates (e.g. one message every five seconds) which are essentially meaningless in real-world operation.
Due to its simple API, NetDog easily integrates into games, reducing overall project complexity and thus development time and cost.
NetDog is cross-platform, letting gamers on PC, Mac, Linux or iPhone* play together in the same game.
* NetDog currently works (has been successfully tested in conjunction with a PC-based client) on the iPhone, but our iPhone demo is still under development.
NetDog is built on the following core components:
- Network and Socket connections that manage low-level network communication transparently to the user
- Messaging layer that handles time synchronization and message processing
- Event System that routes events of arbitrary size across your game network in a highly efficient manner
- Object System transparently and reliably synchronizes object data between server and clients in real time

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