photon realtime. multiplayer. cross platform. tom sperry, exit games
TRANSCRIPT
PhotonRealtime. 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
• SDKs available for all major platforms
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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!!!
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)
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Technologies in Use
• High performance C++ Core– TCP support– Reliable UDP based on eNET– Websockets RFC 6455 support– Mature, IOCP
• Business logic: .NET/C#• Windows Server 2008R2
• 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
Server Client (Cross platform)
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Competitive Differentiation:Fast Elegant, Cross-Plattform Solution
• SDKs available for all major platforms – Flash, Unity3d, iOS, Android, Marmalade, Java, Windows Phone, Windows, OSX
Cross platform support
• UDP protocol for speed and performance, native C/C++ core• Quick delivery of data packets due to lean and efficient protocols• Can handle tens of thousands of simultaneous connections
Near Realtime Delivery of Packets
• Small footprint, communication layer with no unnecessary overhead• Lowest round-trip times in mobile networks• Ideal for mobile platforms including iOS, Android, WinPhone, others
Full Mobile support
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CASE STUDY
GLU MOBILE
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Problem
• All new titles will be real time multiplayer– Requires low latency
• All titles will launch globally
Architecture
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
Photon Cloud
EuropeUSA
Asia
• Global low latency (least Ping routing)• Hybrid + elastic (Dedicated Servers)• Supports versioning & virtual private clouds
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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 15
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