Post by Admin on Feb 23, 2022 0:50:35 GMT
To make this MMO game playable in Maximum population "layers" on Maximum Population server shards, and scale to increased clients, there is a lot to learn!
I didn't consider LAN servers or client servers, but Regions and region servers with names, since that seems to be the needed component to offer this worldwide.. I want people to play together but an OFFLINE mode offering seems reasonable, I'm not sure how... LOTRO doesn't do offline
aws.amazon.com/gamelift/
Multiplayer Sample Project
A simple third-person multiplayer sample for O3DE.
github.com/o3de/o3de-multiplayersample
www.o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/test-in-editor/
I didn't consider LAN servers or client servers, but Regions and region servers with names, since that seems to be the needed component to offer this worldwide.. I want people to play together but an OFFLINE mode offering seems reasonable, I'm not sure how... LOTRO doesn't do offline
aws.amazon.com/gamelift/
Amazon GameLift is a dedicated game server hosting solution that deploys, operates, and scales cloud servers for multiplayer games. Whether you’re looking for a fully managed solution, or just the feature you need, GameLift leverages the power of AWS to deliver the best latency possible, low player wait times, and maximum cost savings.
125 hours Amazon GameLift on-demand instance usage free per month for 12 months with the AWS Free Tier
125 hours Amazon GameLift on-demand instance usage free per month for 12 months with the AWS Free Tier
“We can quickly provision large amounts of server capacity, ensuring we have servers ready to go for anyone around the world. We don’t have to add additional staff to manage infrastructure, and this helps improve the bottom line not just from overhead, but also from server hosting by tapping into unused EC2 Spot instances at a discount when compared to On-Demand pricing.”
Multiplayer Sample Project
A simple third-person multiplayer sample for O3DE.
github.com/o3de/o3de-multiplayersample
www.o3de.org/docs/user-guide/gems/reference/multiplayer/multiplayer-gem/test-in-editor/
An important part of Multiplayer simulation is getting a feel for how your client looks and performs when connected to a server. In order to help with that, Open 3D Engine offers the ability to automatically connect a client to a server. When in the O3DE Editor, as long as networked entities are on the scene and you have a current server launcher, entering Play Mode (Ctrl+G) will locally launch your server for you. As part of this process, the Editor will perform a one time send of all entities on your scene to the server so it can then load them. The Editor will then connect to the server as a client.
The nature of this feature has the Editor authoritating world state to the Server before ceding control to the server. This process is inherently risky and as such, this feature is compiled out for Release builds.
The nature of this feature has the Editor authoritating world state to the Server before ceding control to the server. This process is inherently risky and as such, this feature is compiled out for Release builds.