sources : https://github.com/kbengine/kbengine/releases
binarys : https://sourceforge.net/projects/kbengine/files/
unity3d : https://github.com/kbengine/kbengine_unity3d_demo/releases
unity3d : https://github.com/kbengine/kbengine_unity3d_warring/releases
ogre : https://github.com/kbengine/kbengine_ogre_demo/releases
html5 : https://github.com/kbengine/kbengine_html5_demo/releases
docs : http://www.kbengine.org/docs/
API : https://github.com/kbengine/kbengine/tree/master/docs
Email : kbesrv?gmail.com
Maillist : https://groups.google.com/d/forum/kbengine_maillist
16535321
An open source MMOG server engine, Through a simple protocol, clients and server communications will be very simple.To use the KBEngine-plugins quick combine with (Unity3D, OGRE, Cocos2d-x, HTML5, etc.) to form a complete client.
Engine framework written using C++, game logic layer using Python(Support the hotfix), developers do not need to re-implement some common server-side technology,allows developers to concentrate on the game logic development, quickly create a variety of games.
(Frequently asked load-limit, KBEngine is designed to be multi-process distributed dynamic load balancing scheme, in theory only need to expand hardware can increase load-limit, the single machine load-limit depends on complexity of logic of the game itself.)
一款开源的游戏服务端引擎,使用简单的约定协议就能够使客户端与服务端进行交互,使用KBEngine插件能够快速与(Unity3D, OGRE, Cocos2d-x, HTML5, 等等)技术结合形成一个完整的客户端。
服务端底层框架使用C++编写,游戏逻辑层使用Python(支持热更新),开发者无需重复的实现一些游戏服务端通用的底层技术,将精力真正集中到游戏开发层面上来,快速的打造各种网络游戏。
(经常被问到承载上限,kbengine底层架构被设计为多进程分布式动态负载均衡方案,理论上只需要不断扩展硬件就能够不断增加承载上限,单台机器的承载上限取决于游戏逻辑本身的复杂度。)
http://www.kbengine.org/assets/other/kbengine_api.chm
原文地址:http://blog.csdn.net/zhjiancn/article/details/41676555