better for beginners: C# is most definitely easier to learn than C++
Unreal Engine
1998 created
company: Epic Game
languages: C++ and Blueprints Visual Scripting
"most users found that Unreal Engine has a slight edge over Unity in the quality of its visual effects"
site
Solutions
LiveOps Portal
build and deploy content error-free without engineering
Serverless Game Backend
you don't need to manage or even be aware of the servers
can author and debug code using the same tools, editors, and IDEs you’re used to
Unity SDK
Everything is connected and just works
One-Click Publishing
Unreal SDK
SDK will make full use of Blueprints to enable low-code implementation
can have a functioning account in Beamable with zero lines of code
don’t have to learn Beamable-exclusive things to get started and become productive
Beamable private cloud
local version of Beamable
request a quote
decentralized
taking the decentralized “Private Cloud” edition of Beamable, and integrating it with a node-based blockchain architecture that will enable thousands of node operators to contribute services back to commercial game developers
Beamable containers allow flexible microservices to be executed, which can include custom C# game logic
routers are API gateways that link games to the containers capable of delivering the appropriate quality of service (QoS) they need
validators are a decentralized network of nodes that check the containers to confirm that they deliver the workloads they report
Distributed Actor System
allows for workloads to operate closer to where users are
Microservices
can run anywhere on the internet (your own developer workstation, hyperscalers, edge nodes, etc.) and bind to the Beamable Network
Live Marketplace
allows developers to easily adopt packaged Microservices, and deploy them to their environments in an adhoc manner
Web3 integration
Web3
decentralized web
a new iteration of the internet that leverages blockchain technology
enables peer-to-peer interactions without intermediaries
decentralized applications (dApps)
cryptocurrencies
smart contracts
promotes user control over data and digital assets (instead of being in the hands of large corporations)
gained prominence after 2015
accelerating around 2020 as blockchain technology matured
Migrate from Microsoft Azure Playfab
PlayFab = 0.56% market share
Beamable = 0.02%
take control of your scheduling, testing, and operating Live Events
drive engagement and ARPDAU (Average Revenue Per Daily Active User)
Daily Active Users (DAU) at one million
Optimized for Unity
offers the unique ability to write C# client and server code in a unified developer workflow eliminating the need for complex game server integrations
never leave Unity again
Co-Dev and implementation
expert backend developers can add Beamable to your Unity or Unreal project
Pricing
Free up to 100k API calls per month
MAU = Monthly Active Users
free tier
Beamable is free to use for game development up to 100,000 API calls per month
this should be plenty for any individual developer to conduct a full feature analysis of Beamable and decide if it will work for a commercial project
single developer license
three instances of a microservice to learn about our serverless game tech
Discord support
as you scale your game development and you cross the monthly API amount
our customer success team will reach out to move you up to
Indie, Dev, or higher tiers based on your needs
Marketplace
connecting live services modules that easily snap together like building blocks–game developers can easily compose powerful online games with all of the monetization
Hi @edward25tag! Using the Beamable API from systems other than Unity is definitely possible, but is less documented than our Unity SDK, so if you have questions about anything that is not covered in ../https://docs.beamable.com/ feel fully invited to ask any and all questions you may have! The ask-a-dev channel is the perfect place to ask
auth can be done wholly without C#MS, just using Beamable as the authority for player authentication
this example is JQuery, need to convert to React
sample HTML sign-in does not persist the auth data (the tokens)
so use standard webapp storage mechanisms to store the access token (which has a 10 day time to live) and the refresh token (which is good indefinitely)
C# microservices
C# Microservices offer a way to author server side code that can access Beamable in a privileged fashion: things like game.private
The key pieces of information you will need for C#MS without Unity are:
Some key concepts for using the Beamable REST API directly:
every request needs to know which Beamable realm it is operating in; this is expressed in the X-BEAM-SCOPE header, which is a dotted pair of your numeric customer ID (CID) and the realm's project ID (PID). As an example, the header for my dev realm looks like X-BEAM-SCOPE: 1434605640884224.DE_1434605640884225
the vast majority of requests need to know who is invoking them; this is expressed via the Authorization header in the form of a bearer token (the access token, a UUID); an example from my dev realm, a guest account: Authorization: Bearer b9e9dcec-7435-471f-94d6-6ab1412371b2
part of Federated Authentication which allows you to write your own auth system as a C# Microservice
the way Beamable handles identity credentials
founded upon a mobile-first philosophy
players are expected to play for a while with frictionless, anonymous accounts before they opt into registering email/password or 3rd party credentials
the pattern is:
create a new account with the "guest" grant type, and store the access_token
as long as the device still has their access_token and refresh_token, they can keep playing anonymously forever
when/if the player feels like it, use the POST /basic/accounts/register route to attach email/password, or PUT /basic/accounts/me to add third-party credentials
if the player's access token is nearing its ten day expiration, you can use the "refresh_token" grant type to get a new access token from the refresh token