This example helps you get started with Amazon GameLift development, and it leverages deployment automation and Infrastructure as Code. It also showcases multi-region latency-based matchmaking. Client and server implementations available for Unity and C++.
Main Code: 6,028 LOC (48 files) = ASSET (26%) + CS (22%) + UNITY (22%) + PREFAB (7%) + YAML (7%) + CPP (5%) + MAT (3%) + JS (3%) + PS1 (1%) + H (<1%) Secondary code: Test: 16 LOC (1); Generated: 271 LOC (30); Build & Deploy: 156 LOC (10); Other: 590 LOC (10); |
|||
Duplication: 29% | |||
File Size: 22% long (>1000 LOC), 40% short (<= 200 LOC) | |||
Unit Size: 0% long (>100 LOC), 54% short (<= 10 LOC) | |||
Conditional Complexity: 0% complex (McCabe index > 50), 79% simple (McCabe index <= 5) | |||
|
Logical Component Decomposition: primary (12 components) | ||
|
1 year, 11 months old
|
|
|
|
0% of code updated more than 50 times Also see temporal dependencies for files frequently changed in same commits. |
|
|
|
Goals: Keep the system simple and easy to change (4) |
|
|
Features of interest:
TODOs
1 file |
|
Latest commit date: 2021-12-07
0
commits
(30 days)
0
contributors
(30 days) |
|
generated by sokrates.dev (configuration) on 2022-01-31