~~~~~helps that Apple's SoC has the RAM on the main die itself. They're probably immune from these price hikes, but a lot of the PC/Windows vendors would, which would only make Apple's position even stronger~~~~
57 karma · joined March 26, 2012
~~~~~helps that Apple's SoC has the RAM on the main die itself. They're probably immune from these price hikes, but a lot of the PC/Windows vendors would, which would only make Apple's position even stronger~~~~
Granted, there are probably better solutions that require neither quarters nor a mobile app, but between those two, the mobile app wins for me.
You're welcome to checkout the docs and get started: https://docs.hathora.dev/#/buildkit/README
If you'd like to get in touch, feel free to shoot me a message: sid [at] hathora.dev
- Steam Networking seems mostly for peer-to-peer messaging, so it's closer to a STUN server (used by WebRTC for sending UDP datagrams). It's excellent for sending messages over high-quality links, but if you want to run server side logic, it doesn't seem like Steam Networking will help much.
- On the flip side Hathora is a server-authoritative framework, which can run arbitrary game code on our infrastructure. This is closer to a cloud provider. The difference between us and just using AWS or DO is that we're providing the "Steam Networking"-like edge network out of the box and tailoring our use case to the needs of game devs.
- Lastly, we can actually spin up compute infra at the edge if enough of your users are originating from a location far from the rest of your servers. Let's say your game starts to go popular in Asia today, our routing layer is smart enough to launch a server in Singapore instead of connecting users to far away game servers.
When we make it generally available, we will definitely make pricing front and center!
Happy to answer any questions :)
I wonder how reliable the data store is since it’s not using a traditional database. Mainly thinking about performance and consistency.