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Corona Labs Welcomes GameSparks to the Plugin Suite

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Corona Labs, the 2D mobile development platform that is passionate about empowering developers to build the best games and apps possible, recently announced the addition and immediate availability of GameSparks to their extensive plugin suite. Like Corona, GameSparks dedicates itself to accelerating the development process, and is passionate about enabling triple-A and independent developers alike to build

GameSparks and DIT Talk Real-Time

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As part of our academic outreach program, we took a short trip up the road to our friends in Dublin Institute of Technology. As former graduates, it was great to get a chance to return and have all the memories of last minute submissions, sleep deprivation and pot noodle diets flood back. The lecture room

GameSparks at Games Fleadh

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This year myself and others from GameSparks ventured down to the annual Games Fleadh, Ireland’s longest running event centred around game creation. Held in Thurles, Co. Tipperary, the festival is most well known for it’s game making and programming competitions, as well as hosting talks from industry professionals. We were honoured to be asked to

The Unmissable Party List of GDC 2017

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It’s that time of year again folks – when developers from around the world descend on San Francisco to showcase their wares, attend talks, and mingle with like-minded people at some of the best mixers the games industry has to offer. If you’re heading over to the epicentre of all things gamedev, make sure you drop

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

The Next Generation of GameSparks has Arrived

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You may have caught some of the hints bouncing around our social media accounts lately that something pretty big is about to land. What you may not have known however, is that over the few past months, the GameSparks team have been shrouded in secrecy, working away on a series of momentous platform-wide updates referred to as

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