Dev Blog

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The Dark Ages Until not long ago, NetherGames was using the same infrastructure design we had back in 2020. While that wouldn't sound bad, a lot has happened since then. NetherGames has rapidly grown, and we had to get used to higher demand. In the old design of the infrastructure, we had several physical nodes. We call them nodes in this blog post. You can imagine a node as a physical server in a data centre. And we had a few of these. (See on the right) Now, what's the issue, you might ask. Well, we managed all of these servers separately. If we wanted to schedule more Bedwars Squads servers, we would have to manually start them after calculating which node would be the best to start them on. Imagine the pain of manually...
Hello NetherGames community! we have been quiet for some time, and we know that many of you wait for updates to happen. This post aims to explain a bit what we are currently working on and why these projects are so important for us. As always, thanks for reading, and have a great week! AntiCheat This is probably what most of you have waited for, and yes, it is happening. We are working on a new, improved anticheat. As mention in previous blogs, cheaters are a noticable issue on NetherGames and we do not want to neglect that. It is currently live on BedWars, Duels and The Bridge for testing. Making an AntiCheat takes quite a substential amount of time to not only develop, but also to tweak values and thresholds so they make the best...
Hello everyone! In recent times we've heard a number of complaints about different issues, and we wanted to address some of these community concerns and show you what we've been working on! Server lag & crashes This is probably the most mentioned issue - and we understand that it's frustrating. That said, we are actively working on resolving issues causing lag and crashes. These are mostly related to our latest technological achievements which are still in development. As it is, networking is a very complex topic with a lot of variables you have to control. When one of the variables changes, your whole system might collapse. While the crashes are surely annoying (I experienced them myself in-game), they also help us getting closer to...
For starters, welcome to our first developer blog post, where the developers and I will give you behind the scenes view of what happens at NetherGames. I'd like to first say, with the eventful Covid-19 still upon our heads, it's up to you to keep moving and stay improving. With that said, I suggest you put your big brain hats on and get ready to dive into the magic that's cooking at NetherGames. When you talk about data storing, you hear the term "compression" many times. On many occasions, it's often just ignored as some magic that makes big files into smaller files. This is very interesting. How does one make information smaller? Compression in computer science is the math of converting huge chunks of data into smaller data. One of...
Hello NetherGames community, throughout the last time we have repeatedly seen people complaining about high pings and issues with pings and we believe that for players to judge on their ping, they need to understand how NetherGames' region system is working. We are currently operating 6 Proxies in three regions of the world (EU, US, AP) Around 85 game servers spread over those regions as well. Now, it's important to mention that the server you are initially online when joining should not be used as an indicator for your ping, as the first server is selected randomly and does not take regions into account. In general, pings are split up in two parts, Upstream and Downstream. The upstream latency is the latency between your...