There are many ways developers can create videogames, with a multitude of game engines available. When it comes to big online multiplayer worlds some are easier to use than others, which is why AcceleratXR was launched last year. Now the company has announced its latest feature, the Virtual World System.
Designed to help small indie studios build social experiences, the Virtual World System is able to scale in real-time. Going from four people in a party to 40 players about to embark on an adventure, all the way up to tens of thousands of people gathering for a virtual concert.
AccelerateXR’s virtual world system can be applied to an existing space, breaking it up into zones. Those zones can then be duplicated – called ‘shards’ – with players able to move into these shards, interacting with one another, all without maxing the world cap. As more players join so the shards increase, then decreasing when the population amount does to save resources.
“During these socially distant times, more people are socializing in-game and we believe this virtual world system comes at an important time for developers,” CEO of AcceleratXR, Jean-Philippe Steinmetz in a statement. “With this system, you can quickly build and ship scalable persistent open worlds for MMOs, RPGs, Sandbox games and beyond.”
One of the main features of AcceleratXR is its cross-platform capabilities, able to connect multiple players across console, mobile, PC, and VR devices. It’s software development kit (SDK) also integrates with engines like Unity and Unreal Engine.
“With AcceleratXR teams of any size or experience level can build games like World of Warcraft or League of Legends in a matter of days instead of months and years,” Steinmetz has previously claimed.
Social music platform Redpill VR has been one of the earliest adopters of AcceleratXR, using the software to improve features whilst cutting production time. It’s currently working with Sensorium to build a social VR metaverse called Sensorium Galaxy.
For further updates on AcceleratXR, keep reading VRFocus.
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