Skip to content
By using Twitter’s services you agree to our Cookies Use. We and our partners operate globally and use cookies, including for analytics, personalisation, and ads.

This is the legacy version of twitter.com. We will be shutting it down on June 1, 2020. Please switch to a supported browser, or disable the extension which masks your browser. You can see a list of supported browsers in our Help Center.

  • Home Home Home, current page.
  • About

Saved searches

  • Remove
  • In this conversation
    Verified accountProtected Tweets @
Suggested users
  • Verified accountProtected Tweets @
  • Verified accountProtected Tweets @
  • Language: English
    • Bahasa Indonesia
    • Bahasa Melayu
    • Català
    • Čeština
    • Dansk
    • Deutsch
    • English UK
    • Español
    • Filipino
    • Français
    • Hrvatski
    • Italiano
    • Magyar
    • Nederlands
    • Norsk
    • Polski
    • Português
    • Română
    • Slovenčina
    • Suomi
    • Svenska
    • Tiếng Việt
    • Türkçe
    • Ελληνικά
    • Български език
    • Русский
    • Српски
    • Українська мова
    • עִבְרִית
    • العربية
    • فارسی
    • मराठी
    • हिन्दी
    • বাংলা
    • ગુજરાતી
    • தமிழ்
    • ಕನ್ನಡ
    • ภาษาไทย
    • 한국어
    • 日本語
    • 简体中文
    • 繁體中文
  • Have an account? Log in
    Have an account?
    · Forgot password?

    New to Twitter?
    Sign up
TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

Tweets

Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

Tweets

  • © 2020 Twitter
  • About
  • Help Center
  • Terms
  • Privacy policy
  • Imprint
  • Cookies
  • Ads info
Dismiss
Previous
Next

Go to a person's profile

Saved searches

  • Remove
  • In this conversation
    Verified accountProtected Tweets @
Suggested users
  • Verified accountProtected Tweets @
  • Verified accountProtected Tweets @

Promote this Tweet

Block

  • Tweet with a location

    You can add location information to your Tweets, such as your city or precise location, from the web and via third-party applications. You always have the option to delete your Tweet location history. Learn more

    Your lists

    Create a new list


    Under 100 characters, optional

    Privacy

    Copy link to Tweet

    Embed this Tweet

    Embed this Video

    Add this Tweet to your website by copying the code below. Learn more

    Add this video to your website by copying the code below. Learn more

    Hmm, there was a problem reaching the server.

    By embedding Twitter content in your website or app, you are agreeing to the Twitter Developer Agreement and Developer Policy.

    Preview

    Why you're seeing this ad

    Log in to Twitter

    · Forgot password?
    Don't have an account? Sign up »

    Sign up for Twitter

    Not on Twitter? Sign up, tune into the things you care about, and get updates as they happen.

    Sign up
    Have an account? Log in »

    Two-way (sending and receiving) short codes:

    Country Code For customers of
    United States 40404 (any)
    Canada 21212 (any)
    United Kingdom 86444 Vodafone, Orange, 3, O2
    Brazil 40404 Nextel, TIM
    Haiti 40404 Digicel, Voila
    Ireland 51210 Vodafone, O2
    India 53000 Bharti Airtel, Videocon, Reliance
    Indonesia 89887 AXIS, 3, Telkomsel, Indosat, XL Axiata
    Italy 4880804 Wind
    3424486444 Vodafone
    » See SMS short codes for other countries

    Confirmation

     

    Welcome home!

    This timeline is where you’ll spend most of your time, getting instant updates about what matters to you.

    Tweets not working for you?

    Hover over the profile pic and click the Following button to unfollow any account.

    Say a lot with a little

    When you see a Tweet you love, tap the heart — it lets the person who wrote it know you shared the love.

    Spread the word

    The fastest way to share someone else’s Tweet with your followers is with a Retweet. Tap the icon to send it instantly.

    Join the conversation

    Add your thoughts about any Tweet with a Reply. Find a topic you’re passionate about, and jump right in.

    Learn the latest

    Get instant insight into what people are talking about now.

    Get more of what you love

    Follow more accounts to get instant updates about topics you care about.

    Find what's happening

    See the latest conversations about any topic instantly.

    Never miss a Moment

    Catch up instantly on the best stories happening as they unfold.

    1. Tim Sweeney‏ @TimSweeneyEpic 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation

      Did Unity just prohibit all cloud-hosted multiplayer games? You couldn’t operate Fortnite, PUBG, or Rocket League under these terms.pic.twitter.com/NXy6yjS5ni

      79 replies 425 retweets 1,033 likes
      Show this thread
    2. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @TimSweeneyEpic

      [Thread ] I don't think this is so bad. Here is my take on it. Unity already has a networking API that suports syncronisation, lobby, P2P etc.. They are extending it to support serving components. It's a horizontal move to take a slice of the revenue that games devs spend on AWS.

      1 reply 0 retweets 0 likes
    3. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow @TimSweeneyEpic

      What they don't want people to do, is what smaller hosting companies did to AWS, simulate the API so that customers had the choice to move. This is not great for developers, but it's business. I'm willing to bet that their existing API has suffered from this simulation as well.

      1 reply 0 retweets 0 likes
    4. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow @TimSweeneyEpic

      Streaming, on the other hand, is an issue. If you were to write your own streaming renderer for Unity in the hope of streaming your game or providing a Unity service that would require running your game remotely then this will impact you. Here is a possibly unpopular opinion:.

      1 reply 0 retweets 0 likes
    5. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow @TimSweeneyEpic

      Leave that to Unity. The kind of tight integration and coordination required to make game streaming work with as little latency as possible ideally requires end to end control of the stack. This clause closes off part of a project that I was tinkering with streaming UIs...

      2 replies 0 retweets 1 like
    6. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow @TimSweeneyEpic

      .. and I'm a little disappointed, but this is not the end of the world as it was not MP focussed, It all comes down to pricing. As for live-streaming everyone is still free to live-stream games, integrating this into your game to make it easy for any player is limited though...

      1 reply 0 retweets 0 likes
    7. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow @TimSweeneyEpic

      .. I think Unity should rethink that aspect. This is a hosting/streaming play. As developers, if we are not game-streaming, we are still free to do MP with our own or 3rd party networking stacks. Traditionally Unity's network API is not what I would call cheap.

      3 replies 0 retweets 1 like
    8. writer of strange software‏ @DrMiaow 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow @TimSweeneyEpic

      Based purely on what Unity has said, my interpretation is that Improbable are using parts of the Unity runtime in the cloud (or are emulating/simulating parts of Unity's networking API). If this is the case, then I can understand why Unity have done this.https://improbable.io/company/news/2019/01/10/unity-blocks-spatialos …

      1 reply 2 retweets 4 likes
      Tim Sweeney‏ @TimSweeneyEpic 10 Jan 2019
      • Report Tweet
      • Report NetzDG Violation
      Replying to @DrMiaow

      But that’s how multiplayer game engines work! The engine runs on the server to run the game simulation and send update packets to clients, and the engine runs on the client to render the world and forward inputs to the server.

      3:57 PM - 10 Jan 2019
      • 12 Likes
      • Andrew Hurley getnamo Chris Murphy Mark's Take 🇺🇸 ⭐⭐⭐ Rog Dolos oscar herrera Robin Hunicke William Chambers Liko
      1 reply 0 retweets 12 likes
        1. New conversation
        2. writer of strange software‏ @DrMiaow 10 Jan 2019
          • Report Tweet
          • Report NetzDG Violation
          Replying to @TimSweeneyEpic

          Yep. And my take is that everyone is free to do that, If you are a dev you can write your server in Unity and host it any way you want. As a service provider, you can provide this as a service, but you can't run the Unity runtime as part of it or emulate their API.

          1 reply 0 retweets 3 likes
        3. writer of strange software‏ @DrMiaow 10 Jan 2019
          • Report Tweet
          • Report NetzDG Violation
          Replying to @DrMiaow @TimSweeneyEpic

          'Cloud' can mean IAAS and PAAS. Unity seems completely fine with developers going down the MP IAAS route. Unity only wants Unity MP PAAS providers to be approved by them. Approval and certification are not unusual in platform development, but they will have to be fair about it,

          1 reply 1 retweet 1 like
        4. 2 more replies

      Loading seems to be taking a while.

      Twitter may be over capacity or experiencing a momentary hiccup. Try again or visit Twitter Status for more information.

        Promoted Tweet

        false

        • © 2020 Twitter
        • About
        • Help Center
        • Terms
        • Privacy policy
        • Imprint
        • Cookies
        • Ads info