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Welcome to Game Machine

Game Machine is a modern platform for large scale realtime games such as mmo's and moba's. Massive scalability and ease of use make it the most productive platform for creating complex multiplayer games.

Looking for beta testers for a new client side mmo framework

LandRush is the companion to Game Machine for the Unity client. It's been in development for over 8 months now and I'm ready to start testing it with a small group. Core features are as follows.

  • Runtime world building/terraforming. This provides a framework for placing objects in the world that are fully destructable by the combat system. Also includes terraforming and underground building. Create huge underground structures.
  • Player skill system.
  • Player items.
  • Player attributes/vitals.
  • Client side combat system that works with the server combat system. Advanced targeting/hitbox system.
  • Siege combat.
  • Harvesting/Inventory/Crafting

Combat system is flexible enough to handle most any type of system you can think of. Skills trigger one or more effects which can be single target, self, aoe, aoe dot, or pbaoe. Effects can be one shot or tick over time. Special damage modifiers for structures vs players, and siege vs players or structures. Api hooks that let you control damage scaling and progression based on anything you like.

Players and player items have attributes such as health, stamina, resists, movement speed, etc.. These are user defined and fully integrated with the combat system.

The building system and harvesting and crafting are all integrated into a complete game loop. Terraforming and digging give resources that can be used to create player items or objects that are placed using the building system, and then you can destroy it all with the combat system.

If you are interested in beta testing contact chris@ochsnet.com. Serious inquries only please. I need people who are willing to provide feedback. Beta testers get a free copy with updates for life.

3.0 Beta 1 is now out. Documentation is being worked on. See the REL3_0 branch for more information

Visit our documentation wiki for a getting started guide and downloads.

Highlights

  • Fully distributed platform that is inherently scalable. Simple deployment and dev ops.

  • Good abstractions for concurrency that are simple to understand and use. Modern approach using the actor model and messaging.

  • Fully integrated persistence. Our protocol buffers messaging has a baked in ORM that allows for server and client to use the same message classes. You can persist messages in a single line of code, and query the database and get back protocol buffer messages ready to send to the client without any intermediate translation.

  • Unity integration. Game Machine can manage pools of Unity instances which can be assigned to short term matches, static zones, or whatever you want them for. Fast two way communication. Unity editor scripts for deploying unity to the server from within Unity.

  • Highly advanced combat system that can handle most any type of game. And a growing collection of other genre specific plugins.

  • Area of interest. Multiple area of interest grids can be assigned on demand.

  • The most efficient space optimization in the industry. Multiple techniques used to allow for hundreds of entities in visual range at low bandwidth rates.

  • UDP, TCP, and Http based on Netty.

  • Fully distributed chat/messaging system.

  • Region/zone handling that is fully distributed and simple to use. Regions are automatically moved from down servers to another available node in the cluster. Based on the proven Akka system.

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