GameSparks Platform

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

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

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  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 own servers.   Now, with our

Introducing MongoDB 3.2 Update for Live Environment

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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 a number of new features and

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.

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

Introducing GameSparks Learn+

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Today we’re proud to announce the long-awaited introduction of GameSparks Learn+, the newly renewed and expansive GameSparks user knowledge resource.   GameSparks Learn+ acts as an epicentre for all users at whatever point of the development process, hosting a vibrant and cooperative community, as well as providing everything you’ll need to quickly get started with GameSparks,

Data Persistence on the GameSparks Platform

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GameSparks aims to remove roadblocks from the development process, saving developers time, money and talent whilst enabling them to deepen engagement with their players. In order to maximise every game’s potential, we are producing a series of posts to show all of the best practices involved with GameSparks, ensuring all of our users can take

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