4 ms·
It sounds very much like your stated goals ("...battle the network and latency, find ways to prevent cheating, and figure out how to make a scalable backend arc
by thebeardisred 5y ago
It sounds very much like your stated goals ("...battle the network and latency, find ways to prevent cheating, and figure out how to make a scalable backend architecture") are very much in alignment with Agones (https://agones.dev https://agones.dev) and it's sub-projects Quilkin (https://github.com/googleforgames/quilkin https://github.com/googleforgames/quilkin), Open-Match (https://open-match.dev/site/ https://open-match.dev/site/), and Open-Saves (https://github.com/googleforgames/open-saves https://github.com/googleforgames/open-saves).
Had you explored these at all?
- hpx7 5y agoI am familiar with Agones and I had briefly looked into leveraging Open-Match as a matchmaking option for Hathora. To me, part of the value Hathora adds is from being an integrated and easy to use solution where you don't need to figure out how to put the parts together in order to develop your game.
- skid_dancer 5y agoFrom my understanding, Hathora is a netcode, so the layer handling communications between players through the server. Agones is for orchestrating the deployment/scaling of game servers, and Open Match is for matching players together, who will then join this server. So they are all complementary. Being in the industry, not a fan of Agones, and I barely hear of anyone using it. It solves the wrong problem, it's supposed to be a solution for game studios to handle scaling, but the only studios that have the resources to spend to understand, use and manage it already have their own solution in place. Open Match on the other hand is a great tool for matchmaking.