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Formerly | BigWorld Technology (2002-2012) Wargaming Sydney (2012-2022) |
---|---|
Industry | Video games |
Founded | 2002 |
Headquarters | Sydney, Australia |
Key people | Steve Wang (CEO) Simon Hayes (CTO) |
Number of employees | ~65 (2013) |
Parent | Wargaming (2012-2022) Riot Games (2022-present) |
Riot Sydney (formerly BigWorld Technology and Wargaming Sydney) is an Australian software company, formed in 2002 by John De Margheriti. It was the developer of BigWorld, a middleware development tool suite for creating massively multiplayer online games (MMO) and virtual worlds. It was the first company that developed a middleware platform for the MMO market. In 2007, BigWorld was recognised by the UK's Develop magazine as an industry leader. [1]
On 7 August 2012, Wargaming — which had used BigWorld as part of the infrastructure for games such as World of Tanks — acquired BigWorld Technology for $45 million. Wargaming stated that it would continue to license and support BigWorld, and foresaw the possibility that it could offer its technologies with BigWorld for third-party licensors. [2] [3] The studio was operated as Wargaming Sydney. On 17 October 2022, Wargaming sold the studio to Riot Games for an undisclosed amount, renaming it to Riot Sydney; the sale excluded the BigWorld technology itself and the studio's publishing arm, which will be retained by Wargaming. [4]
BigWorld Technology provides an underlying software architecture that can be used by game developers to build MMOs and online games. The 3D client technology is built for Windows PCs and browsers and is available on iOS, Xbox 360, and PlayStation 3 via a network API. The back-end server solution was implemented on Linux with a Python API scripting environment. The tool suite includes content creation tools, server monitoring tools, and support. BigWorld Technology also integrates various third-party plugins such as Umbra (occlusion culling), Scaleform (user interface creation), Speedtree (foliage), and Vivox (VOIP).
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. [5] 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. [6]
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. [26] In November 2011 World of Tanks reached a new concurrency level of 250,000 players. [27]
BigWorld Technology has received a number of business and technology innovation related awards:
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