Sanguine Server
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I realize I type-ramble in this article and some of the concepts are probably way over people’s heads who haven’t tried doing multiplayer games yet, so here’s the basic point of this post. We are making a kick-ass multiplayer server and will be providing affordable hosting services for people who want to do some cool multiplayer games. Because we want to make something developers will enjoy using, I’m hoping to get some discussion going. Ask questions about what we are doing… let us know what features you want… etc….
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Any followers of my work, probably already know I have been working with my partner, Brendon, on developing a developer-driven multiuser communication system.
Our proof of concept server has been done for a while now, and has addressed several issues that are lacking in commercial servers like SmartFox, ranging from good multi-room support, and efficient packet management.
While version 1 of the server has had a good run, it’s also a bit of a frankenstein. It started nearly 3 years ago with simple features, and as we flushed out what we expected from a good communication server, we kept adding more and more until a monster was born.
With any monster, you get awesome power, and a lot of unpredictable results. Version 1 was no different. Random bugs, memory leaks and poor management tools have made it a bit of a hassle to work with, in spite the superior feature set.
With the version 1 features designed and tested, we realized we still had a lot more room for improvement, and some of our concepts still needed to be fleshed out better, and so we have started work on Version 2.
Sanguine Server is being designed with 2 goals. The server itself is being designed to be superior to any other socket server currently available, and the platform as a whole is being designed as an affordable solution for independent developers who may not have the resources to verge into the realm of multi-user applications and games otherwise.


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