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Is it possible to create a dedicated server for multiple game sessions?

Is it possible to create a dedicated server for multiple game sessions?

Thanks.

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asked Jan 15 '15 at 03:48 PM in C++ Programming

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Bozaro
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avatar image ZenTechEntertaiment Mar 11 '15 at 07:13 AM

I would like to know the answer as well.

avatar image Burned05 May 11 '15 at 01:49 PM

This is a topic I've been researching as well. If anyone with knowledge or experience, on making this work, could reply that would be great!

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2 answers: sort voted first

a) Just a little clarification are you talking about each game session having a dedicated server?

b) Or are you saying the dedicated server has multiple game sessions?

a - You would be talking about multiple servers. each dedicated server would run its own version of the game. You would need a physical machine for each dedicated server to host the game.

b- Yes! A dedicated server can host multiple versions of the game. Its generally called instancing.

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answered Jan 15 '15 at 07:06 PM

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Janyx
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avatar image Bozaro Jan 16 '15 at 09:20 AM

I need a dedicated server with multiple game sessions (same version, may be a different maps).

Is there any example/description this dedicated server mode?

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this from tim sweeney could help some guys landing here, also

  1. Implementing a completely custom MMO back-end framework handling all gameplay logic including object movement, and interfacing it with UE through networking: The client purely runs in UE, and the server purely runs outside of UE, and they are coordinated through a custom networking layer using either UDP or TCP. This approach is generally best for MMOs looking to support thousands of players per server, where UE's high-precision approach to player movement and collision are overly-expensive compared to tile maps and other simplified techniques.

  2. Using UE's built-in functionality for implementing both the client and server components of an MMO, and extending the networking and level streaming code to support new features such as simultaneous connections to multiple servers responsible for separate streaming levels, and coordination between servers to allow seamless movement of actors between them.

Source: https://forums.unrealengine.com/showthread.php?2562-Atlas-MMO-Framework

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answered Jul 19 '15 at 02:52 AM

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makai
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