可以和unity联合使用game server以及game server的比较

unity只是游戏的客户端,虽然简单的游戏服务器可以直接在unity中实现,但毕竟这不是它的强项,并且在MMO(Massive Multiplayer Online)中,它是无法胜任的。

那么做在线游戏的时候就需要游戏服务器的支持。

有2个可以做为我们的选项,当然除此之外,还有很多,选他们是因为他们比较有名,价格低廉,或者免费。

smartfoxserver

官方网站:http://www.smartfoxserver.com/

收费,商业化服务器,价格可以参看:

http://www.smartfoxserver.com/shop/catalogue.php

这个服务器有很完善的文档,并且有它和untiy结合开发出来的demo, 可以从下面的地址获取:

http://unity.lastowl.info/IslandDemo3.0.zip

BeamServer

官方网站:http://www.firstcontactstudios.com/BeamServer/

免费。

下面从别人那里摘抄的关于游戏服务器的比较。

原文连接:

https://docs.google.com/spreadsheet/ccc?key=0AjZV0SdoOTsPdFVGQWxUWW9Fdmk2RzNfa3hUZU90V1E&hl=en_US#gid=0

Lidgren Player.IO (formerly Nonoba) NetDog uLink Badumna ElectroServer Photon SmartFox SmartFox 2X Notes

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        If you modify this page: Can you please note your changes on the forum thread: http://forum.unity3d.com/threads/95277   SmartFox    

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Site http://code.google.com/p/lidgren-network-gen3 http://playerio.com http://www.netdognetworks.com/index.shtml http://www.unitypark3d.com http://www.scalify.com http://www.electrotank.com http://www.exitgames.com/ http://www.smartfoxserver.com http://www.smartfoxserver.com  

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Page http://code.google.com/p/lidgren-network-gen3 http://playerio.com/features/   http://www.unitypark3d.com/ulink http://www.scalify.com/badumna.php http://www.electrotank.com/es5.html http://www.exitgames.com/Photon http://www.smartfoxserver.com/products/ http://www.smartfoxserver.com/2X/  

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Forum http://groups.google.com/group/lidgren-network-gen3 http://playerio.com/forum/   http://ulink.shapado.com/ http://www.scalify.com/forum http://www.electrotank.com/forums/forum.php http://forum.exitgames.com/      

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UDP Yes (Reliable) TCP only for now   Yes (reliable & unreliable)   Yes (Reliable) Yes (Reliable)   Yes  

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NAT punchthrough   322       Yes        

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Client language(s)   Yes   C#, JS, Boo   *C#, JS C#, JS, Boo C#, ActionScript, Java C#, ActionScript, Java *ElectroServer also supports a number of Non-Unity languages including ActionScript and Objective-C **ExitGames indicates “.Net Languages”. Code provided in C# only. (JS means UnityScript or Unity.js)

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Server Language(s) C# C#   C# C#   C# Java, ActionScript, Python Java  

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Server OS Anything that runs Mono .NET (C#, VB.Net, etc)       Windows, Linux, OS X Windows (Server 2008/R2, 7, Vista, XP)     *Photon has announced Server OS compatibility with Linux scheduled for Q4/2011.

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Supported Build Targets Web – Yes
Mac App – Yes
PC App – Yes
iOS – Yes (Pro only)
Android – Yes (Pro only)
Web – Yes
Mac App – Yes
PC App – Yes
iOS – Yes
Android – Yes
Web – Yes
Mac App – Yes
PC App – Yes
iOS – Yes
Android – Yes
Web – Yes
Mac App – Yes
PC App – Yes
iOS – Yes
Android – Yes
  Web – Yes
Mac App – Yes
PC App – Yes
iOS – Yes
Android – Yes
Web – Yes
Mac App – Yes
PC App – Yes
iOS – Yes
Android – Yes
Web –
Mac App –
PC App –
iOS –
Android –
Web –
Mac App –
PC App –
iOS –
Android –
*Badumna reports that Web builds have the limitation when using Unity 3.x that the web build has to use HTTP tunnel. This may be true of other platforms as well as I feel I remember something about security protocols…

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Networking Type Flexible (is only network layer) Any   C#, JS, Boo Hybrid P2P Authoritative client-server. Others too? Authoritative/Proxy w/o logic      

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Supports Cellular/Mobile   Yes   C# Yes Yes Yes     *25 anonymous / 100 with registration

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Free CCU limit Un’ltd 500 None None / Use trial None (?) Use Trial *25 /100 100 100 100 *It is unclear what the free CCU limit is. The site indicates both 25 & 50, but conversations indicate registered users get 100 free CCUs.

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License Types   Free, Plus, Pro, Enterprise   Pro Only* Indie & Pro Pro Only Indie & Pro     *uLink provides some “Indie” licenses when available – please check their website. User Anecdotes indicate there may be a “waiting list” for indie licenses with uLink, but I can’t find any information on how to sign up for it.

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Indie Requirements N/A N/A 1000 CCU limit *On an “as available” basis < $200k gross revenue
< 5 employees or freelancers
N/A < $200k gross revenue
< 5 employees or freelancers
+ Must display photon logo
     

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Cost Structure N/A PAYG Per Server* Per Game INDIE: Per application
PRO: PAYG per CCU peak
Per server Per server   Per Server *NetDog has a note on the Indie License that in Host/Client relationships, the Host server will consume the license.

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Cost Breakdown
INDIE / BASIC
(USD unless noted)
  5000 CCU – Plus ($29.95/month)   Indie:
500 €
Indie:
500 CCU – $200
1000 CCU – $1000
4000 CCU – $4000
Pro Only Indie:
100 CCU – Free
500 CCU – $450
1000 CCU – $950
Un’ltd CCU – $1,450
* See note
100 Users license 200 €
500 Users license 400 €
Unlimited Users license 800 €
n/a *Oddly, if you follow Photon’s license requirements (depending on how you interpret “not indie”), you can double-up two 500 CCU licenses and save $50, but I this licensing information seems stale.
**uLink does provide Indie licenses on an “as available” basis. Currently there are none available. User Anecdotes indicate there may be a “waiting list” for indie licenses with uLink, but I can’t find any information on how to sign up for it.

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Cost Breakdown
PRO
(USD unless noted)
Free 25000 CCU – Pro ($500/month)
Unlimited – Enterprise (Quote on request)
Quote on Request Pro:
7000 €
Quote on Request Pro:
25/50/100* – Free
1000 CCU – $999
Un’ltd – $4,999
Pro:
100 CCU – Free
500 CCU – $1,250
1000 CCU – $2,250
Un’ltd CCU – $3,500
100 Users license 500 €
500 Users license 1000 €
Unlimited Users license 2000 €
BlueBox Firewall/Proxy Traversal Add-on license 400 €
500 Users license 750 €
2000 Users license 1500 €
5000 Users license 2500 €
Unlimited Users license 3500 €
*See Notes on “Free CCU Limit”

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Free Trial? N/A Unlimited Free plan with 500 CCU limit
30-day free trial of all paid plans.
  YES – 30 Days*** YES – 60 minute limit* YES – Use free CCU **YES – 30 Days and free 100 CCU   Free 100 CCU *Badumna trial limits “entities” to 60 minutes of game play and is intended for evaluation purposes only.
** Photon may extend the 30 days upon request
***uLink have no technical restrictions for using the evaluation version longer than 30 days

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Hosting Offer? No Free and Plus are always hosted on Player.IO shared cluster.
Dedicated servers available for Pro and Enterprise plans (Quote on request)
  No* YES – Quote on Request No **YES – Quote on Request. Cloud hosting coming soon     *uLInk has indicated hosting offers are planned for a future release. **Packages not scaled for Indie developers

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Sample Solutions?   Yes   Yes   Yes Yes   Yes  

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Documentation status   Fully documented clientside and serverside APIs   Clear and complete documentation with a lot of example code and utility scripts that you can straight out use for your project. Even have an authoritative MMO example project that gives you a few months head start on your project.   In the past (2008 etc.) there were complaints about lack of docs, however as of Aug 2011 there are many examples, with the key ones for Unity Looks like a lot of information and good example base Full documentation Full documentation  

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Notes Open Source Project -They host your server code on their network thus ensuring scaleability

Full cross-device support
Binary protocol

QuickConnect – Integrate with external user databases, Facebook users, or use the SimpleUsers API to host your user db on Player.IO.

BigDB – Hosted NoSQL database for your storage needs.

GameFS – Fast global CDNs to host your game files and other assets.

(PAID ONLY) PayVault – Eases monetisation thru support of virtual economy aspects

(PAID ONLY) SiteBox – Easy facebook and social networking authentication and integration

NetDog is a native code library, as such it can not be used in the webplayer at all. Also it does not offer any comparable Unity Integration like the other options and its threaded / async nature enforces a significantly more complex handling
than the technology advertises for its usage due to unity not being threadsafe for external calls.
they say they really support Unity but they don’t, I was on the first team to adopt NetDog back when it cost $30’000 for a single server license trying to work it out with them
UnityPark notes that:

Their client and server is seamlessly integrated in Unity making it ideal for debugging and development.

uLink have an API that is more than 4 times as rich as Unity’s built-in networking and the network engine is stacked with utility scripts and read-to-use building blocks that slashes development time.

One major advantage to uLink is that the servers are instances of the Unity Engine, which means the server is running an identical physics engine as the client, which may not be true with other solutions.

Includes uTsung, a load testing system to simulate multiple clients and connections.

In the “near future”, as of Q2/Q3 2011, a host of additional “add-ons” will be available for integration with uLink, including uLobby, uZone, uGameDB, uVoice, ejabberd (chat), uStream & uCollab. uCollab is expected be available for free for all Unity developers
regardless of whether or not they are uLink users.

Badumna notes that one of thier strong points is their Hybrid P2P architecture. Badumna uses a hybrid peer-to-peer architecture – this means the server and bandwidth requirements could be up to 80% lower than other solutions. They publish an
example of possible operating costs here: http://scalify.com/badumna-benefits.php
  Exitgames note that:

Their Client and Server use C#
– Big advantage for Unity3d, as many developers know the language
– Share code between client & server

Reliable UDP support (based on eNET)
– high performance
– low overhead
– mix unreliable and reliable packets
– TCP support as well

Native core (C/C++)
– delivers the necessary performance for the reliable UDP
– high CCUs

Cross device support
Built-in policy server
Binary protocol
Un/Reliable UDP and TCP

 

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