Blog

GameSparks and DIT Talk Real-Time

by | March 20, 2017

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... ...

GameSparks at Games Fleadh

by | March 20, 2017

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... ...

The Unmissable Party List of GDC 2017

by | February 22, 2017

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... ...

GameSparks Portal2 Walkthrough

by | February 6, 2017

Starting Feb 15th at 7pm GMT / 11am PST, GameSparks Project Lead Shane O’Brien will take a tour around the newly upgraded GameSparks Portal2, walking through all of the functional and feature enhancements. Register now to reserve your seat! ...

The Next Generation of GameSparks has Arrived

by | February 6, 2017

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... ...

Writing a Highly Scalable, Server-Authoritative Game – Part 3

by | November 16, 2016

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... ...

Tips for Writing a Highly Scalable, Server-Authoritative Game – Part 2

by | October 25, 2016

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... ...