More broadly, any software that manages game servers needs to provide many of these core features. Amazon’s GameLift supports server scaling, as does Unity’s Multiplay service, and Epic’s internal tools which we’re working to open up throughout 2019.
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In fact, any large-scale multiplayer game, from Fortnite to Rocket League relies on dozens of software packages from different companies, running across various servers and hosts, to operate. This includes everything from game tools to MongoDB and OpenSSL.
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For one vendor to say “you’re only allowed to interface our software to third-party software we approve” would completely break multiplayer gaming and the broad-based services underlying it.
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Even more so to say “you as a developer can run this software, but you can’t contract third parties to do it for you.” I doubt any major multiplayer game exists in 2018 whose operation doesn’t rely on at least a dozen vendor relationships.
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Thanks for the link, Tim! Wish
#GodotEngine was supported as well.@Improbableio any plans for that?Thanks. Twitter will use this to make your timeline better. UndoUndo
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Considering that the software devs at Unity must know all this, who at the company is responsible for this madness?
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This reminds me a lot of when the creators of GIF format tried to say “Let’s just charge the big software developers and let end users keep using GIF for free” and botched the messaging and the license terms. The MP3 creators accomplished the messaging better and avoided scandal.
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Would like to know what games are using spatialOS atm beside world adrift. Any link?
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