Infrastructure

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 2

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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

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

A Word on Latency (wait for it…)

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For many games, latency (the time taken from making a request to receiving a response) is, or should be, a major consideration. Latency can have many contributing factors, but generally can be classified into two main categories: computer latency and network latency.   At GameSparks, we understand these concerns and our service is architected from

Take Control With GameSparks Region Selector

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This week’s release has unleashed a whole host of new features onto the GameSparks platform, all of which add increasingly valuable tools to a developer’s kit. One of these additions, the Region Selector, places even more control in the hands of the developer, giving them the ability to select a specific geographic region that will

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,

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