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With the hangar module coming this summer and the server-heavy dogfighting multiplayer coming this fall, are you a little scared [about the server requirements]?

TL;DRHe isn't worried, since CryEngine's networking already works well out of the box and 16-player dogfights ran early on, though each new engine drop means re-checking that nothing broke.

Tom SawyerServer and Network Programmer

Well, we're using a lot of great technology with CryEngine. CryNetwork is kind of like what I did at Sony, building up this client library that's going to handle client management and broadcast schedules and monitoring the bandwidth and stuff. We get that with CryNetwork, and it's pretty featureful. It's working out of the box. We had 16-player dogfights when I first came here, before I started working on the backend architecture. We were playing 16-player dogfights already, flying around, shooting missiles, coordinating. And we just got a new code drop, so I'm actually off the backend, making sure it's not broken. Every time we get a drop of the engine, we've got to go back and fix it again. So I've got this level called Epic Space Battle, and that's what I'm using for my playtest. It's like, it's failing to load, what changed? So just kind of going through the checklist.

Wingman's Hangar›ep022 . May 24, 2013·
Published on this date.24 May 2013