Download - Photon

Transcript
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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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