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TimSweeneyEpic's profile
Tim Sweeney
Tim Sweeney
Tim Sweeney
@TimSweeneyEpic

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Tim Sweeney

@TimSweeneyEpic

Epic Games founder & CEO

epicgames.com
Joined August 2013

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    1. Tim Sweeney‏ @TimSweeneyEpic 14 Jan 2019
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      A great writeup on SpatialOS and how it works on the server side. They support multiplayer games built on Unreal, Unity, and CryEngine.https://improbable.io/games/blog/how-spatialos-works-with-game-engines …

      5 replies 20 retweets 134 likes
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    2. Tim Sweeney‏ @TimSweeneyEpic 14 Jan 2019
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      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.

      3 replies 1 retweet 34 likes
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    3. Tim Sweeney‏ @TimSweeneyEpic 14 Jan 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.

      3 replies 3 retweets 31 likes
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    4. Tim Sweeney‏ @TimSweeneyEpic 14 Jan 2019
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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.

      6 replies 8 retweets 54 likes
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    5. Toby Tremayne‏ @magicindustries 14 Jan 2019
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      Replying to @TimSweeneyEpic

      That’s a bit deliberately misleading Tim - they don’t say that at all. While their ToS still needs work, it clearly indicates third party cloud platforms wrapping and distributing Unity need partner approval, not “any third party"

      1 reply 0 retweets 1 like
      Tim Sweeney‏ @TimSweeneyEpic 14 Jan 2019
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      Replying to @magicindustries

      The “distributes” part of that is reasonable. The scary bit is that any SDK that runs server-side within Unity, whether binary or source, must be approved by Unity. Can we identify even one server-hosted multiplayer game that’s not thrown into legal limbo by that?

      5:09 PM - 14 Jan 2019
      2 replies 0 retweets 0 likes
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        2. Toby Tremayne‏ @magicindustries 14 Jan 2019
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          Replying to @TimSweeneyEpic

          My reading was they stated that setting up a server of your own with whatever SDKs is fine. It’s only setting up a service that on-sells that to other parties that needs negotiating, which seems reasonable to me as you’d be packaging and re-selling their software.

          1 reply 0 retweets 2 likes
        3. Toby Tremayne‏ @magicindustries 14 Jan 2019
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          Replying to @magicindustries @TimSweeneyEpic

          As evidenced by the fact that this has not been a public issue before. You can’t reasonably say no other multiplayer vendor has ever looked at the terms and seen a problem. If SpatialOS was backend for a given game, it would be fine, but it’s not, it’s a reselling service

          3 replies 0 retweets 1 like
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        1. Toby Tremayne‏ @magicindustries 14 Jan 2019
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          Replying to @TimSweeneyEpic

          I do think Unity and others need to look at new forms of licensing to enable ECS style parallelisation on cloud platforms, and everyone agrees ToS needs work, but the rest is not helping anyone

          0 replies 0 retweets 0 likes
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