We are proud to announce that we won the #Epitech Experience Technical track 2026!
We cannot wait for our next milestone! 👀
Thanks to @ppgarcia75 !
#Tech
Coucou la Commu !
Je vous souhaite un top jeudi !
Pour ma part, je suis heureux de faire ce jour partie du Jury @Epitech EXPERIENCE de Paris, où je vais avoir la chance de me voir présenter 9 projets, ça s'annonce dingue :)
Thanks @godotengine for making such a flexible engine.
We are now able to test our #serverMeshing infrastructure. Our goal? 1000 entities in a single, zone without the server breaking a sweat.
Scaling your game shouldn't be a nightmare.
We’re making it an SDK. 🚀
#GodotEngine
Dynamic Server Meshing changes the rules of the game. Forget rigid, static boxes. Imagine a fluid 'grid' that moves and resizes with the players. Our server infrastructure is no longer rigid.
It's adaptive, flowing wherever the action is.
#gamedev
To handle load, games use "Shards" or "Zones".
You hit an invisible wall, get a loading screen, and switch servers.
It breaks immersion. It splits the community.
You aren't playing in one world, you're playing in hundreds of tiny, disconnected boxes. 📦
#MMORPG#warcraft
First, the problem with current MMOs.
Right now, studios pay for servers sized for *peak* capacity.
But most of the time? Those servers are half-empty.
It’s like renting an entire stadium just to have a coffee meeting. ☕
Inefficient. Expensive. Static.
#onlinegaming
Ever wondered how MMOs like #StarCitizen aim to host thousands of players in one seamless world? 🌍 It’s not magic, it’s Dynamic Server Meshing. But how does it actually work? Let's break it down. #gamedev#servermeshing#MMO
Studios paying for servers sized for peak load.
Actual usage: 40-60% on average days. That's like renting a stadium for a coffee meeting ☕️
Dynamic infrastructure fixes this.
Why don't they pass to @servemeshing ?
#FFXIV#gamedev
#Kubernetes is still the best tool for prod.
When a server struggles, it pings our C# master which spins up a new one, and everything goes back to normal.
All of it with 0 downtime in your online game.
#MMORPG
Code Review Recap
Vision culling on clients = each car sees nearby objects only.
Now scale to servers: Each server processes only its region.
Result: Infinite map size with #serverMeshing 🤯
Only #gamedev gets why this is cool 👀
Code Review Recap 2/2
We built "MIP MIP: Return of the Red Car" as our test game.
Started with: 20x20 map Today: 500x500 map with NPCs
What was blocking us from scaling?
A single missing memory free 🤦♂️
Classic.
Code Review Recap 1/2
We tested ZeroMQ as a replacement for our Pulsar stack and reduced our latency by 5× in production!
Now the question is: how do we scale it?
#gamedevs
1/ Why we started:
4 devs passionate about multiplayer tech, tired of seeing great games limited by server costs and small map sizes.
We thought: "How hard can it be to solve that?"
Well, very hard 😅
🧵 Over a year ago, we started building our server meshing solution for multiplayer games. 4 devs, 0 clients, 1 belief: we could help indie devs scale to 10,000 concurrent players without breaking the bank. Here’s what we learned (spoiler: a lot, and the hard way) 👇 #gamedev