I've been making a game and came into the struggle and annoyance of port forwarding rules , public and private ip addresses and the works. I wanted to create a punch-through service that can be implemented into popular engines with almost no work to save time.

What it does

It stores IP addresses and anything else you might need(Custom Server Options, number of players) and uses them to connect players together.

How I built it

I built the base network code that shares the IP addresses and any custom data easily so game developers can then quickly build their complementing solution on their choice of game engine. Since Unity is built in C#, the language I used to build it , it is extremely easy to implement in.

Challenges I ran into

I built the whole server and client application for AWS EC2 using the socket class and when it didn't end up working I had to scrap the whole thing and use DynamoDB instead.

Accomplishments that I'm proud of

Tried many solutions to finally create a working product.

What I learned

What's next for MasterServer - Server/Client Database Manager

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