Download - Photon
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PhotonRealtime. Multiplayer. Cross Platform.
Tom Sperry, Exit Games
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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!!!
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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
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Architecture
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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
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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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