Dreamworld Technology

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The Dreamworld Technology platform is the technological foundation on which Funcom's games are built and is used for the backend / servers in Conan Exiles. This proprietary technology platform enables more flexible, faster and more predictable development and deployment of upcoming games.

A key part of Funcom's strategy has been to develop a proprietary technology platform for both online and offline games. Dreamworld Technology eases the development and deployment process of such products. This enables the Company to develop faster prototypes and early versions of new games using limited staff and to test new game concepts' feasibility before committing more resources to the projects. Having a proprietary technology base also enables the Company to specialize and develop unique features for its games.

Core components of the Dreamworld Technology platform include a flexible and powerful build and versioning system, an extensive data handling backend allowing our teams to work on extremely large datasets, secure server technology, as well as custom feature support in 3rd party engine extensions.[1]

History[edit | edit source]

When Funcom began developing Age of Conan: Hyborian Adventures, the company reviewed its existing technology base and decided to focus on the further evolution of their proprietary DreamWorld engine as opposed to licensing a third-party engine like many online RPG companies do. As such, Funcom began to retool their engine with the overall design, pipeline and implementation process was taken into account. In light of these changes, the DreamWorld engine has been rebuilt for Age of Conan: Hyborian Adventures with new features, special effects and optimizations.[2]

Age of Conan: Unchained Update 2.1.3+ uses the Dreamworld Technology Integration.[3]

2000[edit | edit source]

  • Creation of Dreamworld Technology

2008[edit | edit source]

  • Establishing a technology team for the Company's DreamWorld engine.[4]

2011[edit | edit source]

  • Dreamworld 2.5 incorporates NVIDIA PhysX.[5]

2017[edit | edit source]

  • Migrating from being a complete game engine package towards being a production and runtime framework that integrates into 3rd party engines, such as Unreal Engine 4. This has allowed Funcom benefit from the wide feature list of 3rd party engines, while still retaining and improving upon our unique data handling system, build handling system, as well custom client feature set.
  • Developing secure dedicated server technology, compliant with requirements of the major console platform owners
  • Developing an internal cross-platform crash and telemetry gathering systems.

References[edit | edit source]