http://kbengine.org
Sources : https://github.com/kbengine/kbengine/releases/latest
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
Godot Engine : https://github.com/krogank9/kbe_godot_demo/releases/latest
Docs : http://kbengine.org/docs/
API : https://github.com/kbengine/kbengine/tree/master/docs
Email : kbesrv?gmail.com
QQ : 3603661
BBS : http://bbs.kbengine.org
Maillist : https://groups.google.com/d/forum/kbengine_maillist
https://www.youtube.com/watch?v=sWtk3CfxyGY
http://v.youku.com/v_show/id_XMjgyMjM0MTYwNA==.html?spm=a2h3j.8428770.3416059.1
An open source MMOG server engine.
Just use Python scripting to be able to complete any game logic simply and efficiently (supports hotfixing).
Various KBEngine plugins can be quickly combined with (Unity3D, OGRE, Cocos2d-x, HTML5, etc.) technology to
form a complete game client.
The engine is written in C++, and saves developers from having to re-implement common server-side
technology, allowing them to concentrate on game logic development, to quickly create a variety of games.
(Because it is often asked what the upper limit of the load is that KBEngine can handle, the underlying
architecture has been designed as a multi-process distributed dynamic load balancing solution. In theory,
by continuously expanding the hardware, the upper limit of the load can also be continuously increased.
The upper limit of the capacity of a single machine depends on the complexity of the game logic itself.)
acatadog, colin
官网,论坛,QQ交流群:367555003、461368412、16535321
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。)