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 latest multiplayer expansion, the GameSparks Real-Time Services extends its reach to encompass Unity, Unreal, Cocos2D and all other C++ projects – more developers than ever before are now able to create truly immersive multiplayer experiences.
Designed for multiplayer contexts, the Real-Time Services supports networked multiplayer games where player and game-data should be sent and received as quickly as possible. By providing a network communication layer, developers are given the ability to send and receive this data in real-time.
The GameSparks Real-Time SDK is composed to be as lightweight and flexible as possible, running with near zero memory allocation to place tight control over what and how data is sent, in the hands of the developer. Having full authority enables developers to keep packets as small as possible, making transmission as efficient as possible, to best suit a multiplayer game where reduced latency is key.
In addition to facilitating real-time multiplayer sessions, developers using our Real-Time SDK can go on to do much more than share information amongst a session’s players. The GameSparks integration offers a whole host of server-side components to facilitate social, multiplayer, meta-game and economies. All of which can be triggered and sent to player’s devices when a particular action takes place within the real-time session.
To learn more about the GameSparks Real-Time services, how it works, as well as example on how our Real-Time services can be implemented in a multiplayer game, a full series of documentation and tutorials can be found here.
You can also try the Unity and C++ GameSparks Real-Time SDK’s for free, by downloading them from our SDK center.