In this blog, I present a method by which we at Third Kind Games use AWS and associated APIs to manage and run our dedicated servers during game development; the aim of which being to allow all of us to launch our code in the cloud without the need for training or lengthy steps in … Continue reading Automating the operation of EC2 services
Tag: Networking
Lumberyard and NetCode
In this blog, I present a high-level overview about how we at Third Kind Games developed our NetCode using Amazon's Lumberyard engine, to facilitate responsive and secure multiplayer experiences. Whilst there are several elements that go into the development of NetCode, today, I'll be focusing on two components of Lumberyard that help us achieve this, … Continue reading Lumberyard and NetCode
Setting up a networked entity
In this tutorial, we’ll look at how to use Lumberyard’s awesome networking system, GridMate, to create a basic networked entity. GridMate will synchronise the position and orientation of an entity between multiple networked clients. This is mostly a lesson on concepts, with a small bit of actual work for you to do to try it … Continue reading Setting up a networked entity