Blog

Re-Architecting the GameSparks Portal

by | February 6, 2017

Over the past few months, the GameSparks tech team and I have been working hard to bring you the next generation of our developer portal. Here’s a run down of what drove this next stage in the portal’s evolution, along with technical details of how it was implemented. The Issues... ...

Writing a Highly Scalable, Server-Authoritative Game – Part 4

by | November 30, 2016

In the previous articles, we discussed the benefits of server authoritative design, and minimizing network and hardware IO to enable your game to scale effectively to many millions of players. Now, let’s take a look at how you make sure you’ve done all of that correctly. It’s test time!... ...

Writing a Highly Scalable, Server-Authoritative Game – Part 3

by | November 16, 2016

In the previous instalment of the ‘writing a highly scalable, server-authoritative game’ series, we looked at optimizing client-server communication, and ensuring your communications won’t prevent scaling of your game to millions of players. Now, let’s look at some server-side techniques for ensuring that your code won’t become a bottleneck... ...

PewDiePie’s Tuber Simulator: How to Keep up with the Kardashians

by | November 3, 2016

  PewDiePie’s Tuber Simulator, developed by Montreal-based Outerminds, is the latest game created in collaboration with the world’s most famous Swedish YouTuber, media brand Revelmode, and GameSparks, which upon launch sent the internet berserk – going on to smash the seven day install record for a celebrity branded mobile... ...

Tips for Writing a Highly Scalable, Server-Authoritative Game – Part 2

by | October 25, 2016

In the previous post, we explored how building a server authoritative game can offer huge advantages to developers, including quick and easy control over in-game functionality, fraud and cheat detection/prevention, and providing reliability and consistency between connected peers.  We also saw how using an authoritative server can help you... ...

GameSparks Launches Real-Time Services for Unity and C++

by | October 20, 2016

  The GameSparks platform has long offered an arsenal of social and multiplayer tools to developers, seeing them add deeply collaborative and competitive elements to their PC, console and mobile games, all without having to dedicate a huge amount of time and talent to set up and maintain their... ...

Introducing MongoDB 3.2 Update for Live Environment

by | October 17, 2016

As part of our commitment to continually improving the stability, scalability and functionality of the GameSparks platform, and following the successful deployment of MongoDB 3.2 to our Preview environment,we are very pleased to announce the upgrade of our Live environment to use MongoDB 3.2. The upgrade to MongoDB 3.2 contains... ...

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