AccelByte provides a collection of backend game services to power online games. To make game development easier AccelByte provides Software Development Kits for different game engines.
These SDKs serve as the link between the game and its online services and need to be reliable and straightforward to use. The purpose is to let the game team focus on game development and reduce the complexity of integrating with online services.
Our first goal for each SDK is coverage of our backend service technologies. As we develop new online services, we continually update and expose those services through each SDK. Our second goal is to make our SDK as accessible and usable as possible. Having rich documentation and sample code to help demonstrate best practices. The third goal is to expand to more development platforms so our online services technology can be accessible to a wide range of games.
In addition to a UE4 and Unity SDK, we have started to develop a C++ SDK. This is especially useful for integrating back catalog games using older game engines to integrate with your AccelByte powered online services. It can also be used to integrate any application with a common set of backend services. For example, a launcher or companion experience on PC, Linux, or Mac might use the C++ SDK to integrate with the same backend online services your games use.
Here is a quick demonstration of the C++ SDK enabling login, making friends, joining a lobby, then chatting across OSX, Linux, and Windows applications.
The use cases in this demo may look simple, but having applications built in different development tools using the same SDK to access a unifying set of online services can help bring player ecosystems together. The C++ SDK does not have full coverage of our backend services as of this post but we will soon!
You can check out more information about all our SDKs here.
Please reach out to us at hello@accelbyte.io if you have any questions.
Featured Customer Stories
How Striking Distance Studios Cut Crash Resolution Time from 2hrs to 20mins with AI & ADT MCP Server
From Open Beta to Launch: Skybound’s Invincible VS Goes Live, Running on AccelByte
How UNSEEN Iterates As Quickly As If They Worked Side-by-Side in an Office
Featured Blog Posts
PlayFab Just Cut Its Free Tier by 99%. Here's What That Means for Your Game.
Early Backend Decisions That Become Technical Debt
AccelByte Gaming Services (AGS) CLI is Out: Studios Can Now Manage Their Entire Backend from the Terminal
Find a Backend Solution for Your Game!
Reach out to the AccelByte team to learn more.