Alpha tests
Alpha tests are typically the first round of tests you’ll do for your game. You’ll run these early on in the development phase, and they can help you identify any underlying glitches, design choices, technical issues, and more.
Read moreAt Gameye we strive to support developers on their journey to releasing a successful game as best as we can. Your success is our success.
Alpha tests are typically the first round of tests you’ll do for your game. You’ll run these early on in the development phase, and they can help you identify any underlying glitches, design choices, technical issues, and more.
Read moreAnti-cheat software checks for wall hacks, aimbots, boosting, and even whether players are using scripts to cheat.
Read moreAuto scaling is making sure the game is available on more servers, in case there’s an influx in demand.
Read moreYour backend is everything that’s invisible to the player. It’s all the tools and services behind the scenes.
Read moreA bare-metal server is a physical machine which lives inside a data centre. It’s a place where you’ll host your games matches and sessions.
Read moreBeats is a lightweight way to send data from multiple sources to a central place.
Read moreBeta testing is when you get a group of players to test your game, typically when your game is close to launch day.
Read moreA Content Delivery Network is a network that hosts the same content in multiple places to get it to the end user faster.
Read moreClient-server architecture is where you have external machines that host your game’s server and players can connect to it.
Read moreYour cloud server is a virtual server. It runs in a cloud computing environment, and it's a place where you’ll host your games’ matches and sessions.
Read moreA container is a packaged set of applications and software. But for your case, it’ll be a packaged version of your entire game, or any updates you need to send out.
Read moreContinuous integration is when you regularly merge changes to your code from multiple people into one version.
Read moreA data center is a building or place which you’d use to store all of your servers. They house any critical or large amounts of data, but you’d also use them to process and manage all of that data.
Read moreA data packet is a chunk of your game, code, or file which you’re sending to another location.
Read moreA Distributed Denial-of-Service (DDos) attack is where criminals attempt to overload your servers and cause them to crash.
Read moreDeployment is the stage where you make your game available to play.
Read moreDocker is a specific piece of software that combines your game, libraries, and config files into a single container.
Read moreDowntime is when a machine, or computer, crashes or is out of action. It’s rare, but can happen, especially during peak times.
Read moreFlex metal servers are basically bare-metal machines, but you can have them available in the same amount of time as cloud servers.
Read moreIdle machines are machines which is available and not currently being used.
Read moreAn image is the final file for your game, ready to run.
Read moreInfrastructure is all the hardware and software that comes together to create a computer network.
Read moreAutomatically configuring, adding and orchestrating new parts into your infrastructure.
Read moreKibana is a web tool that helps you visualize data.
Read moreYour matchmaker decides which players to group up for a session. It grabs information from each player and then runs it through a set of rules to figure out the best possible match.
Read moreA microservice is a very small self-contained app, usually focused on a specific task.
Read moreMonitoring is a reactive way to spot problems with your system.
Read moreNetcode is a general term that players use to talk about a game’s network.
Read morePeer-to-peer is when you designate one player as the host of a session, and the other players connect to their machine. Whereas client-side servers are external machines which hosts your game’s sessions.
Read moreA sandbox environment is an isolated area where you can test code.
Read moreScalability is whether you can easily add or take away without problems.
Read moreSession hosting is when a server, or computer, runs your game’s matches. Each match, with a set group of people, is considered a session.
Read moreSoft launching is when you release your game to a specific market or a restricted audience, before your full launch.
Read moreThe final testing stage before you launch.
Read moreTick rate is how often a game refreshes its information. Usually, it’s measured in hertz. For example, a 128-tick server will update 128 times a second.
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