10,000 Players Per Server at 1000Hz
Lock-free game server infrastructure that makes Unity, Unreal, and Photon look like toys. Same codebase. 100× more players. 16× faster tick rate.
Entity Component System with atomic operations. No mutexes, no locks, no contention. Linear scaling across all CPU cores.
Lock-free spatial indexing for collision detection, area-of-interest, and proximity queries. 9× faster than PhysX.
Real-time leaderboards with lock-free skip lists. Instant rank queries for millions of players.
Lock-free queue-based matchmaking. Skill-based matching with sub-second queue times.
Handle millions of concurrent connections. Automatic reconnection, state sync, and binary protocols.
Built-in Prometheus metrics. Monitor tick rate, player count, latency, and more in real-time.
NuGet package with async/await patterns. Works with any Unity version 2021.3+.
// Connect to 44s Gaming
var client = FFSGamingClient.Instance;
await client.ConnectAsync();
// Queue for matchmaking
var match = await client.Matchmaking.FindMatchAsync(
playerId,
skillRating: 1500,
gameMode: "battle-royale"
);
// Listen for world updates at 1000Hz
client.OnWorldUpdate += (update) => {
foreach (var entity in update.entities) {
UpdateEntity(entity.id, entity.Position);
}
};
UE Plugin with Blueprint support. Works with Unreal Engine 5.0+.
// Get the gaming subsystem
UFFSGamingClient* Client =
GetGameInstance()->GetSubsystem<UFFSGamingClient>();
// Connect and queue for match
Client->Connect();
Client->QueueForMatch(PlayerId, SkillRating, "deathmatch");
// Bind to events
Client->OnWorldUpdate.AddDynamic(
this,
&AMyActor::OnWorldUpdate
);
Client->OnMatchFound.AddDynamic(
this,
&AMyActor::OnMatchFound
);