The cost of creativity: balancing innovation with commercial success

10 November 2020

We talk with multiplayer game veterans Keith Warner, Aaryn Flynn and Patrick Rose to discuss questions crucial to fun, successful and profitable game development.

Distributed physics without server boundaries

25 April 2017

Gabriel Gambetta is Tech Lead/Manager of the SpatialOS Community team at Improbable, and in this blog discusses distributed physics without server boundaries.

Memory leak or just calculus?

24 April 2017

Making distributed systems is hard. At Improbable, we like it when our system works, and it makes us sad when it breaks.

The future of the game engine

24 April 2017

Gabriel Gambetta, Tech Lead/Manager of the SpatialOS Community team at Improbable, talks about the future of the game engine.

Next Generation Wildlife Protection at the ZSL Zoohackathon

2 November 2016

Improbable works with the Zoological Society of London to look at new ways of addressing poaching and the trade in endangered species using SpatialOS.

Create a custom flocking worker

28 October 2016

We show you how to build a custom SpatialOS worker that provides flocking behaviour for your game.

Defending telecom networks against the next Pokemon surprise

24 October 2016

Using SpatialOS to simulate huge environments, including mobile networks on an international scale, in order to explore ‘What If’ scenarios such as the recent Pokemon stampede.

Write evolution into your world

24 October 2016

Here in the Improbable Laboratories, we decided to give the evolutionary powers of SpatialOS a test drive with ev0: an artificial life model.

Unity and SpatialOS and Spiders

26 June 2016

One of our programmers used Unity and SpatialOS to prototype an online multiplayer game where adventurers fight spiders for control of the world.

Open source at Improbable- FlagZ and Polyglot

9 May 2016

Improbable has open-sourced two projects developed in house and used extensively on a daily basis: FlagZ and Polyglot.

Open source at Improbable

7 May 2016

In this post, we want to go into a little detail about some of the projects we love, and some of the changes we’ve contributed to those projects.