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[MMORPG Game Development with C++ and Unreal Series] Part 4: Game Server

This course covers core computer science knowledge such as networking, multi-threading, and operating systems, and teaches MMORPG technology by building a game server from the ground up. It provides a comprehensive overview of the knowledge that a new server programmer should know, building a foundation that allows them to adapt to any project without feeling overwhelmed.

(4.9) 106 reviews

2,395 learners

Level Intermediate

Course period Unlimited

Windows Server
Windows Server
Network
Network
MMORPG
MMORPG
Windows Server
Windows Server
Network
Network
MMORPG
MMORPG
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[Rookiss GameDev Challenge] Unity Indie & UE5 Tech Lab Recruitment Notice (January 2026 Cohort)

Hello, this is Rookiss.

We are starting recruitment for the 3rd cohort
(January 2026 session) of the Rookiss AI Creative GameDev Challenge.

Recruitment Period: December 19, 2025 (Fri) ~ December 28, 2025 (Sun)
Challenge Period: December 28, 2025 (Sun) ~ January 24, 2026 (Sat)

Particularly from this cohort, we will be operating a combination of Unity Indie Lab and UE5 Tech Lab. Please refer to the link for detailed information.
https://inf.run/K8JqR


[Unity Indie Lab] Cat Management Simulation
Instructor: Rookiss

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Live Schedule (40+ hours)
- Mon/Wed: Data Structures & Algorithms with Illustrations (Beginner, 8pm~10pm)
- Tue/Thu: C# with Illustrations (Introduction, 8pm~10pm)
- Sun: Cat Management Simulation (Intermediate, 8pm~10pm)


I used to be a huge fan of various management simulation games made by . The graphics were simple, but the gameplay was excellent, and I was impressed by the company's business direction of creating similar games with different themes. I did think that if the graphics were just a bit cuter, they might have gained more mainstream popularity. On the other hand, there was a game that caught my attention immediately because the graphics were so adorable. A prime example is made by TREEPLLA. Games featuring cute and fluffy cats have already established themselves as a mainstream genre and are loved worldwide without any polarizing opinions (cats are love, after all!). In this session, I plan to provide a sample game by transforming Kairosoft's , one of my favorite games, into a cat-style version. Even in seemingly simple games, there's plenty to learn, such as and . Let's grow our skills by studying C# and data structures & algorithms on weekdays, and immerse ourselves in cat game development on weekends to achieve both short-term and long-term growth. Most importantly, if you can learn with Nano Banana using assets created directly by the Rookiss team and extract your own art resources... isn't the direction for solo game development already right in front of us?


[UE5 Tech Lab] Counter-Strike Recreation (Part 1)
Instructors: Liu & Haker

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Live Schedule (12 hours)
- Sat: Counter-Strike Recreation with Liu & Haker (Advanced, 8pm~11pm)

[Core Technologies Covered in This Project]
- Iris: Concepts, usage, and network optimization of next-generation networking
- CharacterMovementComponent: CMC concepts, network synchronization, and custom code implementation
- UAF: Concepts and utilization of the next-generation animation framework (subject to change)
- Gameplay Ability System: GAS concepts, usage, and network synchronization
- Server Rollback Hit Detection: Implementing fair bullet hit detection, the most challenging technique in FPS



When Unreal Engine transitioned from 4 to 5, it brought revolutionary changes to rendering.
Nanite, Lumen - the graphics paradigm shifted.
So what will change in the transition from 5 to 6?

This time, core frameworks that directly impact the content level are being completely renewed.
Iris, UAF, and other core logic systems we use daily are being completely redesigned.


In particular, Unreal's network system, which can be called the heart of the engine, has evolved beyond the limitations of the existing structure
into a next-generation framework called Iris.
This technology has already been validated through real-world application in Fortnite for the past two years.

Learning these technologies after Unreal Engine 6's official release will be too late.
Many next-generation technologies have already been released at beta level.
As an Unreal developer, you cannot stop evolving.


In this course, we won't just learn 'how to use' next-generation technologies.
We'll understand why these advancements were made, including their background and core concepts.
And we won't stop at learning.
We'll develop CounterStrike ourselves and apply all the technologies in practice.


I'll organize and share with everyone the many technologies I've researched this year,
and with Haker's guidance, we'll explore together
the future of Unreal Engine technology as envisioned by Korea's top-tier engineers.


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