I'm not meaning basic netwrok support or even support between 8 to 16 connections.
I'm talking about a Network module that can be used to handle massive connections like COD 2 or Unreal.
I was on a 64 player server that was full about a week ago when playing COD2.
If all Blitz's can do this then OK, I didn't know.
I'm still sure though that someone from BRL talked about the release of an easy to use netwrok lib/Module.
[edit] I was reading up on the features of 3impacts network abilities. Can blitz do the same?
This is taken from the 3Impact Site
Synchronized Simulation. A few function calls will enable your simulations to run, in synchrony, on multiple LAN or Internet connected computers, and to be remotely controlled real-time. Specifically designed to work with 3Impact's dynamics system, the multiplayer engine does everything behind the scenes for you. Just forget issues like dead-reckoning, cubic spline interpolation, prediction algorithms!
Because the whole simulation, including collision detection, sound effects, game logic and so on, is processed locally on each connected computer, it tends to run identical on all linked computers.
It means that only small and infrequent adjustments will be necessary to keep it the same for all users.
This approach minimizes the amount of data to share, thus ultimately maximizing the number of simultaneous players.
Client/server-based Network Messaging. Additionally, the engine provides functions to transfer binary data from clients to the server and from the server to each specific client. You can use low-level data transfer functions to implement chat systems, to upload/download files, to share game databases and even to code custom synchronization systems.
But you'll find low-level function power and flexibility great, when it comes to implement game-specific world state distribution algorithms for your massive multiplayer games!