We added several buttons, sliders, and controls to allow tweaking the parameters of the scenario and simulate any flavor of data delivery. We decided to work on an online demo of a simple multiplayer 3D world, using Lightstreamer for the real-time synchronization, while showing the actual bandwidth used. Coming from the sector of real-time financial data, I am not a game development expert but I think that "cross-fertilization" between finance and gaming could give some unexpected benefits. So, I considered Eric's article as a challenge to demonstrate how well the algorithms we have developed in the last decade can give immediate benefit to multiplayer games, including MMOs, MMORPGs, and immersive 3D virtual worlds. And we have worked with many banks across the world for several years to optimize bandwidth and reduce latency. Well, many of the optimization algorithms created for online financial trading can be applied, unchanged, to online gaming. I am the CTO and co-founder of Lightstreamer, a Real-Time Web Server that we originally created for the financial industry to deliver real-time stock prices. In the end, we had 4 projects to publish.Īfter reading the article, I was thrilled because I have been dealing with bandwidth optimization of real-time data streaming for thirteen years now. Following closer, came the idea to isolate the logging infrastructure in its own project and to also publish our testing framework. The idea of a second project, to host the various utilities, was born. Other priorities took our time though, so the release had to wait until last summer.īefore we could release the visual layer, we had to release a common layer of utilities we shared across our whole library. Fast-forward to 2012, with client version 6 we finally had a modular library and an independent visual layer, and the separation was finally possible. We also had in mind to completely revise our client APIs and planned to full embrace the AMD philosophy. Unfortunately, the visual layer of that lib was quite entangled with the subscription layer, so that such separation was unlikely. It was 2011 and at that time the latest release of our client library was still version 5. The initial idea was to release our visual layer as an open source addon to our client library. A few weeks ago, we released part of our Lightstreamer JavaScript Client library as an open source project on GitHub (actually, four projects).
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