ET is a C# game server framework and distributed actor model runtime designed for large-scale multiplayer environments. It provides a comprehensive toolkit for building distributed game backends, incorporating a multiplayer network transport layer and a specialized suite for game AI and pathfinding.
The framework is distinguished by its use of a distributed actor model to scale processing across multiple threads and servers, utilizing isolated actors for state management and messaging. It features a unified codebase architecture that allows shared logic between the server and client, enabling the development of automated bots for stress testing and quality assurance.
The system covers a broad range of capabilities including multi-protocol network routing with support for TCP, WebSocket, and KCP, as well as zero-garbage collection binary serialization. It includes tools for server-side navigation meshes, visual decision trees, and dynamic library hot-reloading for updating logic without restarting processes.
The framework provides native integration with the Unity3D engine for entity management and runtime inspection.