Game Development

Unity Vision Summit 2017


VR the final frontier, these are the voyages of the backend development platform, GameSparks… No, ok, no more Star Trek references… maybe. I may have arrived back from the Unity Vision Summit a little while ago, but i’ve only just finished processing everything I witnessed and I can now report that the future looks bright for virtual reality. While the

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


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 2


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 to deal with unexpected issues and