Game Tech

Guide to Scaling Global Game Servers on AWS ebook

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To give your players the best experience possible—even during peak hours—you need compute resources that can ramp up and down quickly to accommodate fluctuating player usage. Flexibility is key, and AWS gives you game server compute options to build it yourself, integrate existing tools, or even move to a fully managed service. You can run your own orchestration for game servers that use Amazon Elastic Compute Cloud (EC2) or Amazon EC2 Spot Instances. You can deploy multiplayer game services using container-based orchestration with managed services, such as Amazon Elastic Container Service (ECS) or Amazon Elastic Kubernetes Service (EKS). Or, you can use a managed service with Amazon GameLift, which helps you deploy, operate, and scale dedicated game servers for session-based multiplayer games. GameLift includes Amazon GameLift FleetIQ, which provides an extra logic layer for using low-cost Spot Instances for game hosting while managing hosting tasks and can be used independently of GameLift. Give players a great experience and save costs no matter which compute option you choose. This guide focuses on RESTful server and stateful game server use cases and best practices for load balancing RESTful EC2 servers. It begins with reference architecture for a horizontally scalable game backend. 2 Quick jump 1.0 Reference architecture 2.0 Games as REST APIs HTTP load balancing..........................................................5 Application Load Balancer.................................................6 Custom load balancer.........................................................7 HTTP Auto Scaling..............................................................8 Installing application code................................................9 3.0 Game servers Matchmaking.....................................................................12 Routing messages.............................................................13 Mobile push notifications................................................13 Last thoughts on game servers......................................14

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