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8.0 7.9 goworld VS PitayaScalable game server framework with clustering support and client libraries for iOS, Android, Unity and others through the C SDK.
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Scalable Distributed Game Server Engine with Hot Reload in Golang
- Get GoWorld
- Manage GoWorld Servers
- Spaces & Entities: manage multiple spaces and entities with AOI support
- Distributed: increase server capacity by using more machines
- Hot-Swappable: update game logic by restarting server process
- Multiple Communication Protocols: supports TCP, KCP and WebSocket
- Traffic Compression & Encryption: traffic between clients and servers can be compressed and encrypted
GoWorld server adopts an entity framework, in which entities represent all players, monsters, NPCs. Entities in the same space can visit each other directly by calling methods or access attributes. Entities in different spaces can call each over using RPC.
A GoWorld server consists of one dispatcher, one or more games and one or more gates. The gates are responsible for handling client connections and receive/send packets from/to clients. The games manages all entities and runs all game logic. The dispatcher is responsible for redirecting packets among games and between games and gates.
The game processes are hot-swappable.
We can swap a game by sending
SIGHUP to the process and restart the process with -restore parameter to bring game
back to work but with the latest executable image. This feature enables updating server-side logic or fixing server bugs
transparently without significant interference of online players.
GoWorld requries Go 1.11+ to install.
go get github.com/xiaonanln/goworld/cmd/...
Manage GoWorld Servers
goworld to build, start, stop and reload game servers.
Build Example Chatroom Server:
$ goworld build examples/chatroom_demo
Start Example Chatroom Server: (dispatcher -> game -> gate)
$ goworld start examples/chatroom_demo
Stop Game Server (gate -> game -> dispatcher):
$ goworld stop examples/chatroom_demo
Reload Game Servers:
$ goworld reload examples/chatroom_demo
Reload will reboot game processes with the current executable while preserving all game server states. However, it does not work on Windows.
List Server Processes:
$ goworld status examples/chatroom_demo > 1 dispatcher running, 1/1 gates running, 1/1 games (examples/chatroom_demo) running > 2763 dispatcher /home/ubuntu/go/src/github.com/xiaonanln/goworld/components/dispatcher/dispatcher -dispid 1 > 2770 chatroom_demo /home/ubuntu/go/src/github.com/xiaonanln/goworld/examples/chatroom_demo/chatroom_demo -gid 1 > 2779 gate /home/ubuntu/go/src/github.com/xiaonanln/goworld/components/gate/gate -gid 1
The chatroom demo is a simple implementation of chatroom server and client. It illustrates how GoWorld can also be used for games which don't divide players by spaces.
The chatroom demo provides following features:
- register & login
- send chat message
- switch chatrooms
goworld build examples/chatroom_demo
goworld start examples/chatroom_demo
Chatroom Demo Client:
The client for chatroom demo is hosted at github.com/xiaonanln/goworld-chatroom-demo-client. The project was created and built in Cocos Creater 1.5.
Unity Demo is a simple multiple player monster shooting game to show how spaces and entities of GoWorld can be used to create multiple player online games.
- register & login
- move players in space
- summon monsters
- player shoot monsters
- monsters attack players
- Hit effects
- Players migrate among multiple spaces
- Server side map navigation
goworld build examples/unity_demo
goworld start examples/unity_demo
Unity Demo Client:
Unity demo client implements the client-server protocol in C#. The client for unity demo is hosted at https://github.com/xiaonanln/goworld-unity-demo. The project was created and built in Unity 2017.1.
You can try the demo by downloading GoWorldUnityDemo.zip. The demo connects to a goworld server on Huawei Cloud instance.
*Note that all licence references and agreements mentioned in the goworld README section above are relevant to that project's source code only.