/kbengine

A MMOG engine of server.

Primary LanguagePythonGNU Lesser General Public License v3.0LGPL-3.0

KBEngine

Build Status Appveyor (Windows) Build  Status

##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 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://www.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

##What is KBEngine? An open source MMOG server engine, the clients and server communications can through a simple protocol. To use the KBEngine-plugins quick combine with (Unity3D, UE4, OGRE, HTML5, etc.) to form a complete client.

Engine framework written using C++, game logic layer using Python(Support the hotfix), 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? 一款开源的游戏服务端引擎,客户端通过简单的约定协议就能与服务端通讯, 使用KBEngine插件能够快速与(Unity3D、UE4、OGRE、HTML5、等等)技术结合形成一个完整的客户端。

服务端引擎层使用C++编写,游戏逻辑层使用Python(支持热更新),开发者无需重复的实现一些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,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。)