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beee34b Aug 25, 2017
@kbengine @bitdeli-chef
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KBEngine

Build Status Appveyor (Windows) Build  Status

Homepage

http://kbengine.org

Releases

Sources		: https://github.com/kbengine/kbengine/releases/latest

Demo sources

Unity3d		: https://github.com/kbengine/kbengine_unity3d_demo/releases/latest
Unity3d		: https://github.com/kbengine/kbengine_unity3d_warring/releases/latest
UE4		: https://github.com/kbengine/kbengine_ue4_demo/releases/latest
Ogre		: https://github.com/kbengine/kbengine_ogre_demo/releases/latest
Cocos2d_js	: https://github.com/kbengine/kbengine_cocos2d_js_demo/releases/latest

Docs

Docs		: http://kbengine.org/docs/
API		: https://github.com/kbengine/kbengine/tree/master/docs

Support

Email		: kbesrv?gmail.com
QQ		: 3603661
BBS		: http://bbs.kbengine.org
Maillist	: https://groups.google.com/d/forum/kbengine_maillist

Stresstest

https://www.youtube.com/watch?v=sWtk3CfxyGY
http://v.youku.com/v_show/id_XMjgyMjM0MTYwNA==.html?spm=a2h3j.8428770.3416059.1

What is KBEngine?

An open source MMOG server engine. 
Just use the Python script to be able to complete any game logic simply and efficiently (can hotfix).
Using the client plug-in can be quickly combined with (Unity3D, UE4, OGRE, HTML5, etc.) to form a complete client.

Engine written in C++, developers do not need to re-implement some common server-side technology,
allows developers to concentrate on the game logic development, quickly create a variety of games.

(Frequently asked load-limit, KBEngine is designed to be multi-process distributed dynamic load balancing scheme, 
in theory only need to expand hardware can increase load-limit, the single machine load-limit 
depends on complexity of logic of the game itself.)

Acknowledgements(alphabetical)

acatadog, colin

中文

官网论坛,QQ交流群:461368412、16535321

什么是KBEngine?

一款开源的MMOG游戏服务端引擎,
仅Python脚本即可简单高效的完成任何游戏逻辑(支持热更新),
使用配套客户端插件能够快速与(Unity3D、UE4、OGRE、HTML5、等等)结合形成一个完整的客户端。

引擎使用C++编写,开发者无需重复的实现游戏服务端通用的底层技术,
将精力真正集中到游戏开发层面上来,稳定可靠并且快速的打造各种网络游戏。

(经常被问到承载上限,KBEngine底层架构被设计为多进程分布式动态负载均衡方案,
理论上只需要不断扩展硬件就能够不断增加承载上限,单台机器的承载上限取决于游戏逻辑本身的复杂度。)