In order to demonstrate the features of TGS, we decided to use a game engine which has only limited network features to build the demo game Space Crisis. We've occurred lots of issues that are caused by the outdated and obsolete network functions shipped with the engine.
The architecture and the concept of TGS aim to be a universal service that can be customized to adapt to different types of network communication with lower development efforts. We've tweaked the serverless APIs and overcome the problem caused by the engine.
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