While there are a lot of web-based stock trading tools available, trading apps for PC/mac are rare and usually linked to a specific broker. I’m developing a trading software with an API layer supporting different brokers.
Go is mainly used for backend services and command line tools. But sometimes a more visual user interface is required. I went on a journey to find the right UI framework for use with Go.
Epic Online Services (EOS) offer different storage options: Title Storage and Player Data Storage. If backend calls are properly authorized (e.g. using an AWS API Gateway), EOS storage can easily be managed by a backend service.
It is not possible to dynamically switch from OSS Steam to OSS Epic Online Services without additional modifications, even though both share the same interfaces. While some features are missing entirely in one or the other, the problems are mainly caused by differences in the implementations of certain features.
The non-commercial Advanced Sessions Plugin for Unreal Engine can be used to create Blueprint-only games with Epic Online Services. I have made a YouTube video explaining how to do this. Currently, this requires small patches of the plugin, which will hopefully be merged soon.
The EOS (Epic Online Services) SDK authentication examples require a login confirmation on each startup, at least for account portal login on desktop systems. Implementing this approach in a game is absolutely not user friendly, because the player would have to re-login each time the game is started. Instead, it is much better to reuse the initial authentication. EOS offers different methods to do that.
Multiplayer games published on Steam often add their dedicated servers to a public Steam server list. This list is basically a backend service provided by Steam which can be queried in-game to browse and filter game servers and their state.
A server status page is an important tool for online games. It is used to inform players about planned or unplanned backend outages. There are several cloud-based products available like Atlassian Statuspage, but those are rather expensive for what they do and you would have to use a vendor specific API to automatically report incidents.
Maybe you are considering to use Epic Online Services (EOS) for your next big multiplayer game, because the services are available for free and cross play is supported on several platforms. But you will almost certainly need further services to handle features like inventories, and maybe the Player Data Storage does not fit your requirements.
Building UE4 projects for Apple devices on Windows is only possible if they are “Blueprint only”. As soon as you are using a single C++ source file, or Blueprint nativization, the project has to be built on Mac OS. While there are cross compilers available for Windows, using Apple SDKs on other systems violates Xcode EULA: “You are expressly prohibited from separately using the Apple SDKs or attempting to run any part of the Apple Software on non-Apple-branded hardware.“
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