KBEngine
(Because it is often asked what the upper limit of the load is that KBEngine can handle, the underlying architecture has been designed as a multi-process distributed dynamic load balancing solution. Theoretically, by continuously expanding the hardware, the upper limit of the load can also be continuously increased. The upper limit of the capacity of a single machine depends on the complexity of the game logic itself.)
Homepage http://www.kbengine.org Releases sources : https://github.com/kbengine/kbengine/releases/latest binarys : https://sourceforge.net/projects/kbengine/files/ Demo sources unity3d : https://github.com/kbengine/kbengine_unity3d_demo/releases/latest unity3d : https://github.com/kbengine/kbengine_unity3d_warring/releases/latest ogre : https://github.com/kbengine/kbengine_ogre_demo/releases/latest html5 : https://github.com/kbengine/kbengine_html5_demo/releases/latest Docs docs : http://www.kbengine.org/docs/ API : https://github.com/kbengine/kbengine/tree/master/docs Support Email : [email protected] Maillist : https://groups.google.com/d/forum/kbengine_maillist
You can look at the installation guide first. After learning about the common tools, you can go to GitHub to join our open source team.
I believe that after you have enough knowledge of KBEngine, you will like it.
If you think there is something in the documentation that needs to be changed, you can fork kbengine_docs and submit a pull request.
Again, if you find anything in the documentation that you don't understand, please submit an issue, and I will adjust the document to help everyone have a better understanding.
What is KBEngine?
KBEngine is an open source game server engine. The client can communicate with the server through a simple protocol. KBEngine plugins can be quickly combined with (Unity3D, OGRE, Cocos2d-x, HTML5, etc.) technology to form a complete game client. The server-side low-level framework is written in C++, and the game logic layer uses Python (supports hot-fixing). Developers do not need to repeatedly implement the underlying technologies common to some game servers, and instead can focus their efforts on the game development level, to quickly build various multiplayer games.(Because it is often asked what the upper limit of the load is that KBEngine can handle, the underlying architecture has been designed as a multi-process distributed dynamic load balancing solution. Theoretically, by continuously expanding the hardware, the upper limit of the load can also be continuously increased. The upper limit of the capacity of a single machine depends on the complexity of the game logic itself.)
Homepage http://www.kbengine.org Releases sources : https://github.com/kbengine/kbengine/releases/latest binarys : https://sourceforge.net/projects/kbengine/files/ Demo sources unity3d : https://github.com/kbengine/kbengine_unity3d_demo/releases/latest unity3d : https://github.com/kbengine/kbengine_unity3d_warring/releases/latest ogre : https://github.com/kbengine/kbengine_ogre_demo/releases/latest html5 : https://github.com/kbengine/kbengine_html5_demo/releases/latest Docs docs : http://www.kbengine.org/docs/ API : https://github.com/kbengine/kbengine/tree/master/docs Support Email : [email protected] Maillist : https://groups.google.com/d/forum/kbengine_maillist
Start
You can look at the installation guide first. After learning about the common tools, you can go to GitHub to join our open source team.
I believe that after you have enough knowledge of KBEngine, you will like it.
Want to modify and improve the documentation?
If you think there is something in the documentation that needs to be changed, you can fork kbengine_docs and submit a pull request.
Again, if you find anything in the documentation that you don't understand, please submit an issue, and I will adjust the document to help everyone have a better understanding.