
You'll often hear that "cold starts" or "warmup time" is an issue, but in reality, this is rarely the case in production. "server please check if the other player is out of time"). in reality, one of the clients, maybe the opposing player's, initiates the event towards the server. So you need to rely on either EventBridge Schedules (which does have some latency in stopping/enabling rules), or some other means of implementing this, like doing a faux-server-initiated-event (i.e. You don't really have this luxury with serverless even seemingly stateful offerings (like WebSockets) are inherently stateless in this world. Imagine you need to implement a chess clock or a revive timer - in a traditional setup, this would just run on your server, probably in process for a specific game.
AWS LAMBDA PRICING CALCULATOR CRACK
Server Initiated Events (specifically high-precision ones) are a tough nut to crack on an architecture like this. Klotho and Winglang) are prioritizing serverless services on the roadmaps. Just to put this into context, even the builders of the Adaptive Architecture (new wave of infrastructure management, e.g. No need to configure infrastructure details (though I'd always suggest learning the ropes), you can just run a deploy command and you're done. Great frameworks, like the serverless framework, chalice and others make it super easy to get up and running with this stack. Tooling is still not perfect but improving every year. There definitely is a tipping point, where serverless becomes more expensive to run than a more traditional serverful setup, but for most companies, it's at the scale of large enterprises we're talking a couple of thousand requests per second scale. They know the value serverless brings, specifically for small-to-medium-sized companies. Every year during re:Invent, they introduce more and more integrations to the already vast toolkit. Sprinkle in some EventBridge events for scheduling and async tasks.ĪWS is heavily invested in its serverless offerings. My architecture is mainly built with API Gateway (WebSocket + REST), Lambdas, and DynamoDb. Given we are in pre-alpha currently, this means there are no extra developer costs at all, something which is hard to avoid completely without a serverless stack. Running an entire game session for me costs about 2 cents and I only pay for it when players actually play the game. If you want to learn more about when I'd use it, read below. TLDR for your use case, it's perfectly fine.

I'll be writing up a detailed technical post about my experiences with AWS serverless for games, but for the time being, I can share some of the pros and cons I've discovered so far.
