Tech

Re-Architecting the GameSparks Portal

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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 When we initially designed the portal

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

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

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

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