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Local testing to cloud deployment: development workflows in Amazon GameLift

AWS Games

Understanding Amazon GameLift Anywhere: local development streamlined Amazon GameLift Anywhere takes advantage of Amazon GameLift features with developer hosted resources. Setting up a local Amazon GameLift Anywhere fleet is quick. Figure 1: Amazon GameLift local development to production deployment workflow.

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Cloud compiling with Azure

Grumpy Gamer

More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. To compile the Windows build on Azure takes between 6 and 15 minutes which is crazy since I can compile the game locally in 1-2 minutes. I use Microsoft’s Azure to do cloud compiles of the c++ engine for my new game.

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Amazon GameLift achieves 100 million concurrently connected users per game

AWS Games

Total VMs = CCU / (players per game session x game sessions per VM) Total VMs = 10,000,000 / (10 x 12) = 83,333 Amazon GameLift has capacity available in 23 AWS Regions and 9 Local Zones, allowing it to comfortably scale to the 83,333 VMs needed to support 10 million CCU. 0","Protocol":"UDP"},{"FromPort":22,"ToPort":22,"IpRange":"0.0.0.0/0","Protocol":"TCP"}]'

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Cloud compiling with Azure

Grumpy Gamer

More than once I made DEBUG builds rather than RELEASE builds or forgot to change some debug setting back. To compile the Windows build on Azure takes between 6 and 15 minutes which is crazy since I can compile the game locally in 1-2 minutes. I use Microsoft's Azure to do cloud compiles of the c++ engine for my new game.

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I don’t know if this is confidential or “too technical” for the blog, but how does developing for consoles actually work? As in, what is the workflow like? Obviously, you do all the coding on a PC, but how does the build get tested on consoles? How do you debug on consoles? It would be awesome if you could do a little rundown, but I understand if it’s not possible.

Ask a Game Dev

It has beefier hardware than the retail console (because it needs to be able to hold and run debug builds of the game). They also have a different version of the console’s operating system for development stuff - they allow us to do things like reset achievements, change locale, connect to PSN/XBL/SwitchOnline, and other various features.

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Tell us more about devkits that we don’t know already!

Ask a Game Dev

Dev kits have much bigger system specs because we have to be able to run debug builds. Debug builds are much less optimized because of all the debug information that’s kept in memory. This is so we can do things like test network stuff, locale, achievements, etc. Dev kits have more features and better hardware.

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Cocos Shader Tutorial 1.0 - about UV

Cocos

Use water effect on 2D sprite @ccclass('spTouchExample') export class spTouchExample extends Component { @property waveDis = 0.4; @property waveSpeed = 1; @property waveStr = 0.5; @property(Node) debug: Node = null; @property(Label) debugText: Label = null; public waveProp: Vec4 = new Vec4(); private _trans: UITransform; private _pass: renderer.

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