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UCloud Tech
UCloud Tech
Jul 20, 2018 · Game Development

Global Server Architecture for Multiplayer Games: Microservices, UDP & Deployment

This article explores the advantages, architectural layout, network planning, and practical technologies for global server games, emphasizing microservice-based modular design, automated deployment, frame‑synchronization over UDP, centralized versus distributed deployment models, and considerations of latency, data consistency, and blockchain integration.

Distributed SystemsGame ArchitectureUDP
0 likes · 10 min read
Global Server Architecture for Multiplayer Games: Microservices, UDP & Deployment
Tencent Cloud Developer
Tencent Cloud Developer
Apr 8, 2018 · Game Development

WeChat Mini-Game Architecture Design and Development Guide

The guide outlines a scalable, globally unified architecture for WeChat mini-games—combining stateless compute layers with CLB, auto-scaling, a star-router model for peer communication, and horizontally-sharded storage using Tencent Cloud’s DCDB or TCaplus to handle rapid viral growth.

Auto ScalingGame ArchitectureGame Development
0 likes · 9 min read
WeChat Mini-Game Architecture Design and Development Guide
37 Interactive Technology Team
37 Interactive Technology Team
Apr 4, 2018 · Industry Insights

What Game Developers Learned About Blockchain and Mobile Trends at the 2018 Game Tech Salon

The 2018 Game Technology Trend Salon in Guangzhou gathered top industry architects and CTOs to dissect battle‑royale architecture, the explosive rise of WeChat mini‑games, and diverse perspectives on blockchain gaming, revealing both technical challenges and emerging business models.

BlockchainGame ArchitectureGame Development
0 likes · 7 min read
What Game Developers Learned About Blockchain and Mobile Trends at the 2018 Game Tech Salon
Architecture Digest
Architecture Digest
Feb 4, 2018 · Game Development

Understanding Entity‑Component‑System (ECS) Architecture in Game Development

This article explains the origins, design principles, advantages, and trade‑offs of the Entity‑Component‑System (ECS) pattern in game development, illustrating how moving logic from Components and Managers into Systems can improve modularity, cache friendliness, and multithreading while highlighting potential pitfalls and decoupling strategies.

Component SystemECSGame Architecture
0 likes · 9 min read
Understanding Entity‑Component‑System (ECS) Architecture in Game Development
21CTO
21CTO
Dec 2, 2017 · Backend Development

How King of Glory Scaled to 4,600 Servers: Inside Its Backend Architecture

King of Glory’s technical director Sun Xun recounts the evolution from a PC RTS framework to a massive mobile MOBA, detailing the game’s server‑hall and PvP split, the introduction of proxy servers, the shift from TCP to UDP with frame‑sync, and ongoing network and scaling optimizations.

BackendGame ArchitectureMobile Gaming
0 likes · 18 min read
How King of Glory Scaled to 4,600 Servers: Inside Its Backend Architecture
21CTO
21CTO
Sep 27, 2017 · Backend Development

How King of Glory Scales: Inside the Backend Architecture of a Top Mobile MOBA

Sun Xun, the technical director of Tencent's King of Glory, details the game's backend architecture, from the evolution of its server design and proxy routing to the shift from TCP to UDP and frame‑synchronization, highlighting challenges, optimizations, and lessons learned in scaling a massive mobile MOBA.

Game ArchitectureProxyUDP
0 likes · 18 min read
How King of Glory Scales: Inside the Backend Architecture of a Top Mobile MOBA