Core

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

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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!   Test under load The only

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

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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 when you are handling large numbers

Tips for Writing a Highly Scalable, Server-Authoritative Game – Part 1

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Using the GameSparks platform when writing your next chart-topping game offers plenty of advantages – off-the-shelf functionality such as social network integration, leaderboards, virtual goods, in-game currencies, matchmaking, challenges, etc.   Apart from being able to leverage all this off-the-shelf functionality, GameSparks offers you the opportunity to write a “server-authoritative” game. There are many definitions

Four Tips for Solving Technical Challenges When Running a Real-Time Multiplayer Game

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Real-time multiplayer games have made some vast technological advances in recent years. PC and console titles like Overwatch and Total War have had millions hooked, and now even mobile has come into its own in the past few years. As devices have become more powerful, enabling more immersive gameplay, players demand quality experiences, as standard.

Live Ops: Managing Your Game to Maximise User Retention and Engagement

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  So you’ve made your game.   Countless hours spent coding, drawing, compiling, then testing. Finding a bug, and doing it all again. You and your team are tired but elated as you hit the final ‘submit build’ button. Off it goes into the big wide world. You crack open a beer to celebrate.  

What Developers can Learn from the Mistakes of Pokémon GO

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Pokémon GO achieved world domination before being officially available in every country. A mass explosion of people can now be found roaming the streets with but one goal to be achieved, “Gotta catch’em all!”   Although millions of Pokémon GO players have embraced the nostalgic and addictive sensation, they have also had to endure many bumps and

Why the REST don’t use WebSockets

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Those of you who know and love GameSparks will be aware of our distinctive communication model – we opted for WebSockets rather than a more traditional RESTful HTTP approach. This was a bold decision that required significant engineering effort, but it has created a position of leadership for GameSparks – there are significant benefits for our customers,

New GameSparks Features, Better Tools for Developers

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Cloud Code can be an extremely useful resource to help developers build out the server-side components of their games but Cloud Code services typically don’t provide all of the same core features which developers demand from their preferred client-side IDE’s. Here at GameSparks we’re are looking to change that and make our Cloud Code services

Who’s doing what with GameSparks

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  Hey there fellow Sparks. Jamie “The All Spark” O’ Flanagan here bringing you an update on what’s going on with GameSparks. We have had a lot of people signing up to our platform. We have hundreds new developers signing up every day and the numbers just keep growing. Some those have signed up with

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