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Daniel Lin
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Update README.md
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README.md

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@@ -20,7 +20,7 @@ Because the concurrency mechanisms of Golang is very powerful, I choose online g
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- control the amount of gameplay server and load balancing. when the amountof a gameplay server's connections exceed maxium connections it should have, agent will create a new pod run gameplay server.
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### Gameplay Server :
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- After players are matched successfully ,these players will get the gameplay server's ip and token,and player can start to play.
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![](https://github.com/daniel840829/gameServer/blob/kubernete-intergration/Golang%20Game%20ServerArchitecture.png?raw=true)
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![](https://github.com/danie1Lin/Distributed-Golang-Game-Server/blob/kubernete-intergration/Golang%20Game%20ServerArchitecture.png?raw=true)
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### Packet Validating
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In the branch master, I use ODE to simulate the physics on server.It is the most safe way to keep game fair.However, I found the memory server use is too much for me, Because I don't have money to maintance the server. So I started to design a way to let client validate packet and simulate physics separatly to reduce the heavy load on the server. I just complete the entities can attack each others so far. I will start to design aftewards:
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- The validation part preventing form players cheating
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- [Download this project](https://github.com/daniel840829/Tank-Online)
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- You can run in Unity Editor by open the Prestart.scene as first scene.
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- If you want to test with mutliplayer you can try build Andorid apk because it is likely to be builded successfully.
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![](https://media.giphy.com/media/ftdlle6pOE6Y8w5bho/giphy.gif)
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[![DEMO](https://github.com/danie1Lin/Distributed-Golang-Game-Server/blob/master/demo.gif)](https://i9.ytimg.com/vi/7Q9g6AqXasg/mq3.jpg?sqp=CNDbu48G&rs=AOn4CLCPb7ym5w1-5ROf5mXXvUkzOI-0Vg "Demo")
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## How to use?
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If you want to make your own game by modifying this project, I am pleasured.
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You can throught these step to make it work.

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