ioGame is a java written in languageNetwork Game Server Framework.Support websocket, tcp, suitable forGlobal server, turn-based games, strategy games, real-time battles and other game server development. It has the characteristics of high performance, stability, ease of use and expansion, and super good programming experience. It can be used as a java game server for H5, mobile games, and client games.
ioGame is a lightweight online game server framework. When using ioGame, only one dependency is needed to obtain the entire framework without installing other services, such as: Nginx, Redis, MQ, Mysql, ZooKeeper, Protobuf protocol compilation tools. .. …Wait. To put it simply, it can support the content features introduced at the beginning without installing other products; this means that it is easy to use and saves costs for enterprises in deployment.
With ioGame you can easily build aStable, high performance, cluster without central node, step-by-step, built-in load balancing, cross-process communication, avoiding class explosion designonline game server.The game framework relies on Ant Financial sofa-bolt communication framework to provide communicationStability and High Performance.
You can forget about Netty in ioGame, you have almost no chance to directly contact Nettycomplexbut can enjoy the benefits brought by Nettyhigh performance. The requirements for developers are extremely low, which saves development time for developers.
Even if you have no previous game programming experience, you can participate in game programming.If you have some knowledge about game development or webMVC before, it will be easier to get started with game servicesdevicedevelopment.
ioGame can implement the same set of business codes, and can support multiple communication protocols at the same time: websocket and socket without developers making code changes. To put it simply, it is a game server project, which has the ability to connect socket and websocket game clients at the same time.
ioGame can achieve the same set of business codes, without the need for developers to make code changes, it canSupport switching of multiple protocols, such as: protobuf, json. Protocol switching is simple, requiring only one line of code. To put it simply, if the developer’s project was previously transmitted using json data and wants to use protobuf for transmission in the future, there is no need to change the business method. In addition to the built-in protobuf and json protocols supported by the framework, developers can also extend the protocols.
The projects and modules written by developers based on ioGame are usually well-organized, thanks to the reasonable design of the framework for routing. When we organize these modules, it will be a good help for other developers to take over the project or follow-up maintenance (Module organization and suggestions).
Projects written based on ioGame are usually succinct, high-performance, and low-latency. The framework requires the use of JDK17 at least, so that the project can enjoy the improvements brought by ZGC and the succinct syntax.Since JDK17, GC has been getting better and better. ZGC in JDK17 is far below its sub-millisecond pause time goal; when developers use JDK17, it is equivalent to introducing a JVM in your project in disguise. Tuning master, please see for details JDK17 garbage collection GC performance leaps and bounds.
In terms of deployment, it supports multi-server and single-process deployment (similar to a single application, and it is more convenient to debug during step-by-step development), It also supports multi-server, multi-process and multi-machine deployment. The deployment method can be switched at will without changing the code; daily development is based on single thinking, and multi-process deployment can be used in production; of course, single-process deployment can also be used.
The ioGame framework has clear responsibilities, almost zero learning costs for business development, high-quality comments on the source code, many examples, many usage documents, the best development experience, automatic generation of business codes and documents for docking with the front end of the game, logic servers can be cross-process and cross-machine Communication, business code positioning–God-level features, exception mechanism. Provides a wealth of online high-quality documentation to help your team, bring your friends along, so you don’t have to teach them hand in hand.
Code is documentation, for which ioGame providesGame documentation generationWith this assistance, the code is the docking document. Simply put, after the developer’s business code is written, there is no need to write additional business docking documents, and the framework will automatically generate the latest documents. If there is no generation of game files, then you will have to spare some time to maintain the docking files, and when the team has a large number of people, it will be messy (documents are out of sync, not up to date, or forget to update, etc.) ).
ioGame can be easily integrated with spring (5 lines of code).
In summary, ioGame shields a lot of complex and repetitive work; great development experience, easy to use, no middleware dependencies, and only one dependency to get the entire framework; reduced learning costs, reduced use costs, reduced The workload of developers reduces the operation and maintenance cost of the project. It can also clearly organize and define the functional module structure and development process in the project, reducing subsequent project maintenance costs. So that the development team can develop game projects more conveniently, quickly and efficiently.
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