BigWorld Technology provides developers of online games a competitive advantage by significantly reducing risk, cost and time to market. The BigWorld Technology Suite includes a highly scalable and stable server, robust next-gen client, content creation tools, a library of 3rd party plugins, full support, and other accompanying tools. An underlying software architecture needed for game developers to build MMO’s and online games. BigWorld Technology providesThe 3D client technology is built for Windows PC and browser, and is available on iOS, Xbox360 and PlayStation 3 via network API. The back-end server solution is implemented under Linux, with a Python API scripting environment. The tool suite includes content creation tools, server monitoring tools, and support. BigWorld Technology also integrates various 3rd party plugins such as Umbra (Occlusion Culling), Scaleform (User Interface Creation), Speedtree (Foliage), and Vivox (VOIP). Games powered by BigWorld include World of Tanks®, Realm of the Titans, Kingdom Heroes, and 38 Studios’ Amalur sequel MMO Copernicus.
World of Tanks is built on BigWorld Technology. On 23 January 2011, Guinness stated that the World of Tanks Russian server broke the previous record for Most Players Online Simultaneously on One MMO Server when they reached 91,311 concurrent users. In November 2011 World of Tanks reached a new concurrency level of 250,000 players.
BigWorld Server supports dynamic load balancing, a feature that automatically and dynamically spreads user load across multiple cell apps on the same game server, allowing for large numbers of concurrent users to inhabit the same game space. In 1999, BigWorld ran a test, simulating 900 entities on the same server. In 2005, large scale tests were carried out at the IBM Deep Computing facility in Poughkeepsie, NY. BigWorld successfully demonstrated the linear scalability of its load balancing technology by dynamically balancing 100,000 entities across various cell apps on a single server.
Version 2.0 offers performance increases due to improved multi-threading support on the client side, various special and post-effects that enable a wide range of real-time filters to be applied to the graphics engine, including sophisticated motion blur, depth of field and colour correction and distortions. On the server side, the architecture has been rolled over onto 64-bit, enabling much greater memory addressability – and therefore larger, more complex worlds – and further revisions to server scalability, reliability and general performance.
The work BigWorld has also done supporting teams releasing games has also forced the company to work with other partners to fill in the gaps, meaning that established relationships are available for billing and community management.