Getting Started
Introduction to AccelByte Gaming Services (AGS)
Backend Services
Skip boring dev work with plug-and-play systems for 80% of your game’s backend
Backend Customization
Build 20% of the backend that makes your game unique without managing it
Server Orchestration
Automate spinning up and scaling servers globally for smooth, low-latency sessions
Build Distribution
Deliver builds faster to testers worldwide so you can ship multiple times a day
Crash Reporting
Catch and fix bugs before players see with real-time crash data and full context
Tools & Utilities
Monitor gameplay, test your setup, and tweak your game without juggling external tools
Introduction to AccelByte Gaming Services (AGS)
Learn to use AGS with our demo game "Byte Wars"
Connect and get support with other members of the AccelByte Community
Submit and review tickets while directly connecting with AccelByte
Join our Discord for support, insights, and networking!
We're participating in Geekle's Game Development Global Summit 2021. Our Raymond Arifianto (VP of Tech) and Muchamad Arifin (Senior Software Engineer) will present the topic "Building P2P Cross-Platform Multiplayer with webRTC".
Abstract:
We have various solutions to help game developers host Authoritative Dedicated Servers (Gamespark, Agones, Armada, Multiplay), but for some games (like coop or social games), that is EXPENSIVE to operate.
While P2P and all the techniques (like NAT punching/traversal) have been around for a while, there is no standard way to guide new developers to approach this issue.
These days, with Cross-Platform age, some games need a platform-agnostic way to securely communicate between platforms, and using Relay server as fallback plan in case direct connectivity is not possible.
Enter WebRTC: that has solved a lot of these issues with industry standard protocols: ICE, STUN, TURN, DTLS, etc.
We will dig into UE4 sample game (Shooter game), and replacing the default netcode with webRTC - from registering sessions to signaling server, exchanging information securely, establishing direct connection with STUN, and doing fallback with TURN relay server mode, and getting multiplayer going with the Data Channel. We will go over the pros and cons of this approach versus solutions out there (Authoritative Dedis, Photon relay servers, etc), and when to use each.
We will also talk about adjacent services that is needed to make the whole thing work (for instance: Session Browser, Matchmaking, and even using Dedis Hosting solutions to get the closest TURN relay server based on players geo-locations)
Join us at the talk and QnA session by registering at Geekle's website. We'll be on-air on the Senior Day 2 group schedule.
If you're interested in the topic and would like to learn more about how to apply webRTC to your P2P cross-platform multiplayer game, leave your inquiry and contact on our website, or send us an email at hello@accelbyte.io.
Reach out to the AccelByte team to learn more.