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Photon

Photon. Realtime. Multiplayer. Cross Platform. Tom Sperry, Exit Games. About Photon Inc. Photon Server launched end of 2009 Photon Cloud launched 2011 Realtime, Cross Platform Over 30,000 registered developers Current signup rate 1,500 developers/month

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Photon

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  1. Photon Realtime. Multiplayer. Cross Platform. Tom Sperry, Exit Games

  2. About Photon Inc. • Photon Server launched end of 2009 • Photon Cloud launched 2011 • Realtime, Cross Platform • Over 30,000 registered developers • Current signup rate 1,500 developers/month • SDKs available for all major platforms

  3. Photon compared to „Social SDKs“ • Leaderboards • Challenges • Achievements • Social Network Integr. • News, Push • Gamestatesync • Payment • Downloadable Content • Virtualgoods/-currency • (Usually) Cross platform • Matchmaking • Realtime Gameplay • „Unlimited“ scale • Low Latency / local Presence • Properties • Interest Groups • Remote Authentication • Counters • Cross Platform!!!

  4. Customers • Well known Enterprise customers • Existing AAA Clients: Microsoft, Coca-Cola, u4ia, Codemasters, WB Games, 20th Century Fox, KranX, Nival, ACRONYM, Roadhouse, InnoGames, RTL, Glu mobile, 2k etc. • AAA Clients evaluating: Tencent, Atari, Bigpoint, Sproing, Gameforge, MindCandy, Namco, Disney, MTV, gamania, Boeing, Kabam etc. • And about 30,000 Indies (Independant Developers)

  5. Technologies in Use Server Client (Cross platform) Cross platform C/C++ iOS, Android NDK, Win32, Marmalade, OSX ObjC iOS, OSX C# Unity, .NET, Win8, WP7, Mono, XAMARIN AS3 Flash Java Android Javascript HTML5 • High performance C++ Core • TCP support • Reliable UDP based on eNET • Websockets RFC 6455 support • Mature, IOCP • Business logic: .NET/C# • Windows Server 2008R2

  6. Competitive Differentiation:Fast Elegant, Cross-Plattform Solution

  7. GLU MOBILE Case StudY

  8. Problem • All new titles will be real time multiplayer • Requires low latency • All titles will launch globally

  9. Architecture

  10. Private Cloud Architecture • Each region has • 1: Lobby Server • 2: Game Servers that connect to #1 • Each Lobby Server / Region has an URL • glu-us.exitgamescloud.com • glu-eu.exitgamescloud.com • ... • Regions are not connected with each other • Clients need to make a decision which region/lobby to connect

  11. Photon Cloud • Global low latency (least Ping routing) • Hybrid + elastic (Dedicated Servers) • Supports versioning & virtual private clouds Europe USA Asia

  12. Questions? tom@exitgames.com

  13. U4ia (= euphoria) • Industry Veterans (Dusty Welch, Chris Archer & team) • Free-to-play, AAA, Hardcore, Browser Based Games • „The middleware that gave us the least headache ...“, Dan MacDonald, Lead Programmer

  14. Questions? tom@exitgames.com

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