ReplicaNet

Interactive computer simulations and computer games can use object-oriented programming languages such as C++ to maintain a database of entities, player characters, monsters, tanks or just about anything that can exist in a simulated world.

This machine has control over the C++ classes and can change variables or call member functions as normal.

The underlying ReplicaNet software detects changes in the object and automatically updates the replicated classes on the machines connected to the network session.

[4] This approach of describing objects that can then be processed by other computers is similar to other systems such as CORBA, Java remote method invocation and Distributed Component Object Model.

In 2011 Game Developer magazine announced ReplicaNet 7.0 as one of the Networking finalists for the Front Line Awards which honors the best networking middleware in the video game industry.