edit | blame | history | raw

RendezVous

RendezVous is a wide-ranging matchmaking, networking and lobby framework that serves as the basis for much of HyperScape's remote connection and gameplay system.

RendezVous was developed by Quazal, seemingly around 2000, and the technology has since been licensed out to other studios.[1] Quazal was purchased by UbiSoft in 2010.[2]

At the heart of RendezVous is an extremely customisable, extensible and dynamic system, and serves as much more of a general philosophy with a base implementation than a full library in itself. This makes it very difficult to have a single source of truth for defining RendezVous formats and flows.

Therefore, these pages serve only to explain Ubisoft's use and version of RendezVous, and does not attempt to implement other games' or studios' flavours of the framework. Other wikis and pages exist to do that, such as Pretendo, which implements Nintendo's licensed version and is significantly different to the one described here.

Since RendezVous is so complex, it's unlikely that you would be able to use these pages to understand how to implement a RendezVous stack, however it should provide a solid enough basis for understanding the protocols used and how the game uses them.

Footnotes

[1]

https://web.archive.org/web/20180823162719/http:/quazal.com/rendez-vous.htm

[2]

https://www.fasken.com/en/experience/2010/11/ubisoft-acquires-quazal-technologies